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[分享] reviewing geometry as it streams into AutoCAD using .NET

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发表于 2015-3-10 09:31:46 | 显示全部楼层 |阅读模式

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While developing    the prototype ShapeShifter-AutoCAD integration    , last week, it became clear that the user really needed something to look at as geometry was being marshalled across between the JavaScript hosting process and AutoCAD’s address space. We might have used a standard progress bar, of course, but decided to do something a bit different: implement a mechanism to take the vertices of a mesh as they are being streamed/decoded and display them inside the drawing.  For us this proved to be a 2-stage process: the vertices were brought in and displayed as red, and these same vertices – as referenced by the various faces that were brought in during the second stage – were then displayed in yellow. Once all the data was there to generate the SubDMesh, we went ahead and did so.
This should give you an idea of what the results were like:
0.jpg
The primary technique was to derive a Transient object that could display the two sets of points in its SubWorldDraw() method:
public       struct       TransFace     
{     
        public       int       a, b, c, d;     
}     
public       class       PointDisplay       :       Transient     
{     
        Point3dCollection       _vertices, _facepts;     
        public       PointDisplay()     
  {     
    _vertices =       new       Point3dCollection       ();     
    _facepts =       new       Point3dCollection       ();     
  }     
        public       void       AddPoint(       Point3d       pt)     
  {     
    _vertices.Add(pt);     
  }     
        public       void       AddFace(       TransFace       face)     
  {     
          var       pt1 = _vertices[face.a];     
          var       pt2 = _vertices[face.b];     
          var       pt3 = _vertices[face.c];     
    _facepts.Add(pt1);     
    _facepts.Add(pt2);     
    _facepts.Add(pt3);     
          if       (face.c != face.d)     
      _facepts.Add(_vertices[face.d]);     
  }     
        protected       override       int       SubSetAttributes(       DrawableTraits       traits)     
  {     
          return       (       int       )       DrawableAttributes       .None;     
  }     
        protected       override       void       SubViewportDraw(       ViewportDraw       vd)     
  {     
  }     
        protected       override       bool       SubWorldDraw(       WorldDraw       wd)     
  {     
          short       oc = wd.SubEntityTraits.Color;     
    wd.SubEntityTraits.Color = 1;     
    wd.Geometry.Polypoint(_vertices,       null       ,       null       );     
    wd.SubEntityTraits.Color = 2;     
    wd.Geometry.Polypoint(_facepts,       null       ,       null       );     
    wd.SubEntityTraits.Color = oc;     
          return       true       ;     
  }     
}     

Then, during the course of our command, we needed to instantiate the PointDisplay() class (I chose to store mine in a member variable called _pd, as I’m going to populate it from another method) and then display it via the Transient Graphics Manager:
_pd =       new       PointDisplay       ();     
TransientManager       .CurrentTransientManager.AddTransient(     
  _pd,       TransientDrawingMode       .DirectShortTerm,     
  128,       new       IntegerCollection       ()     
);     

As we streamed in/generated the data, we added points and or TransFaces (a struct I created as a convenience: you can create your own depending on the data you’re streaming/displaying) and then, at an appropriate interval, updated the transient:
TransientManager       .CurrentTransientManager.UpdateTransient(     
  _pd,       new       IntegerCollection       ()     
);     

(You may need to throw in a call to DoEvents(), while you’re at it.)
When it’s all finished, we erased the transient and called Dispose() on it, of course:
TransientManager       .CurrentTransientManager.EraseTransient(     
  _pd,       new       IntegerCollection       ()     
);     
_pd.Dispose();     

That’s about it. I’m not sharing the complete source for this project, as it’s an internal prototype that includes a fair amount of other code, but this should give you enough information to get it working on your side.
I can see this technique being of interest for applications dealing with time-consuming model creation operations. Please let me know if you have your own thoughts on how it might be used or extended.
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