using System;
namespace shape_processor
{
abstract class ShapeProcessor : ModelElementVoidVisitor
{
public override void Apply(Part thePart)
{
var aPartName = thePart.Name().IsEmpty() ? new UTF16String("noname") : thePart.Name();
var aBodyVec = thePart.Bodies();
if (aBodyVec.Count != 0)
{
for (int i = 0; i < aBodyVec.Count; ++i)
{
Body aBody = aBodyVec[i];
var aShapeIt = new ShapeIterator(aBody);
foreach (var aShape in aShapeIt)
{
if (aShape.Type() == ShapeType.Solid)
{
Console.Write($"Part #{myPartIndex} [\"{aPartName}\"] - solid #{i} has:\n");
ProcessSolid(Solid.Cast(aShape));
}
else if (aShape.Type() == ShapeType.Shell)
{
Console.Write($"Part #{myPartIndex} [\"{aPartName}\"] - shell #{i} has:\n");
ProcessShell(Shell.Cast(aShape));
}
}
}
}
++myPartIndex;
}
public abstract void ProcessSolid(Solid theSolid);
public abstract void ProcessShell(Shell theShell);
private uint myPartIndex = 0;
}
abstract class SolidProcessor : ModelElementVoidVisitor
{
public override void Apply(Part thePart)
{
var aPartName = thePart.Name().IsEmpty() ? new UTF16String("noname") : thePart.Name();
var aBodyVec = thePart.Bodies();
if (aBodyVec.Count != 0)
{
for (int i = 0; i < aBodyVec.Count; ++i)
{
Body aBody = aBodyVec[i];
var aShapeIt = new ShapeIterator(aBody);
foreach (var aShape in aShapeIt)
{
if (aShape.Type() == ShapeType.Solid)
{
Console.Write($"Part #{myPartIndex} [\"{aPartName}\"] - solid #{i} has:\n");
ProcessSolid(Solid.Cast(aShape));
}
}
}
}
++myPartIndex;
}
public abstract void ProcessSolid(Solid theSolid);
private uint myPartIndex = 0;
}
abstract class SolidAndMeshProcessor : ModelElementVoidVisitor
{
public override void Apply(Part thePart)
{
string aPartName = thePart.Name().IsEmpty() ? "noname" : thePart.Name().ToString();
int aShapeIndex = 0;
var aBodyVec = thePart.Bodies();
foreach (var aBody in aBodyVec)
{
if(MeshBody.CompareType(aBody))
{
ProcessMeshBody(MeshBody.Cast(aBody), aPartName, ref aShapeIndex);
} else if(SolidBody.CompareType(aBody))
{
Console.Write($"Part #{myPartIndex} [\"{aPartName}\"] - solid #{aShapeIndex} has:\n");
ProcessSolid(SolidBody.Cast(aBody).Solid(), aPartName, aShapeIndex++);
}
}
++myPartIndex;
}
public abstract void ProcessSolid(Solid theSolid, string thePartName, int theShapeIndex);
public abstract void ProcessITS(IndexedTriangleSet theITS, string thePartName, int theShapeIndex);
private void ProcessMeshBody(MeshBody theMeshBody, string thePartName, ref int theShapeIndex)
{
var aMeshShapes = theMeshBody.Shapes();
foreach (var aShape in aMeshShapes)
{
if(IndexedTriangleSet.CompareType(aShape))
{
Console.Write($"Part #{myPartIndex} [\"{thePartName}\"] #{theShapeIndex}:\n");
ProcessITS(IndexedTriangleSet.Cast(aShape), thePartName, theShapeIndex++);
}
}
}
protected uint myPartIndex = 0;
}
}
Defines classes, types, enums, and functions related to topological entities and scene graph elements...
Contains classes, namespaces, enums, types, and global functions related to Manufacturing Toolkit.