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...
The mtk namespace is intended to become the primary namespace for MTK and replace direct use of the c...
Contains classes, namespaces, enums, types, and global functions related to Manufacturing Toolkit.