해치 원점 위치를 해치 경계에 가깝게 이동하여 성능 향상
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]해치 원점을 해치 경계에 가깝게 이동하여 성능을 향상시키는 방법
문제: 해치 원점을 해치 경계에 가깝게 이동하여 성능을 향상시키는 방법 (CADNET-1340).
팁: 이를 수행하기 위해, 도면에서 CadHatch 엔티티를 가져오고, Point2D로 필요한 점을 설정한 다음, 거리를 계산하고, CadHatchPatternData에서 X 및 Y에 대해 LineBasePoint를 설정합니다.
예제:
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foreach (CadBaseEntity entity in cadImage.Entities) | |
{ | |
if (entity.TypeName == CadEntityTypeName.HATCH) | |
{ | |
CadHatch hatch = (CadHatch)entity; | |
if (hatch.PatternDefinitions.Count > 0) | |
{ | |
Point2D firstPoint = new Point2D(hatch.PatternDefinitions[0].LineBasePoint.X, hatch.PatternDefinitions[0].LineBasePoint.Y); | |
if (hatch.BoundaryPaths[0].BoundaryPath[0].GetType() == typeof(CadPolylineBoundaryPath)) | |
{ | |
CadPolylineBoundaryPath polyline = (CadPolylineBoundaryPath)(hatch.BoundaryPaths[0].BoundaryPath[0]); | |
firstPoint = polyline.Vertices[0]; | |
} | |
else | |
{ | |
CadEdgeBoundaryPath edgePath = (CadEdgeBoundaryPath)(hatch.BoundaryPaths[0].BoundaryPath[0]); | |
if (edgePath.Objects[0].GetType() == typeof(CadBoundaryPathLine)) | |
{ | |
CadBoundaryPathLine line = (CadBoundaryPathLine)edgePath.Objects[0]; | |
firstPoint = line.FirstPoint; | |
} | |
if (edgePath.Objects[0].GetType() == typeof(CadBoundaryPathCircularArc)) | |
{ | |
// TODO | |
} | |
if (edgePath.Objects[0].GetType() == typeof(CadBoundaryPathCircularEllipse)) | |
{ | |
// TODO | |
} | |
if (edgePath.Objects[0].GetType() == typeof(CadBoundaryPathSpline)) | |
{ | |
// TODO | |
} | |
} | |
bool requiresShift = false; | |
double distanceX = 0, distanceY = 0; | |
if (Math.Abs(hatch.PatternDefinitions[0].LineBasePoint.X - firstPoint.X) > 20000 | |
|| Math.Abs(hatch.PatternDefinitions[0].LineBasePoint.Y - firstPoint.Y) > 20000) | |
{ | |
requiresShift = true; | |
distanceX = hatch.PatternDefinitions[0].LineBasePoint.X - firstPoint.X; | |
distanceY = hatch.PatternDefinitions[0].LineBasePoint.Y - firstPoint.Y; | |
} | |
if (requiresShift) | |
{ | |
foreach (CadHatchPatternData d in hatch.PatternDefinitions) | |
{ | |
d.LineBasePoint.X -= distanceX; | |
d.LineBasePoint.Y -= distanceY; | |
} | |
} | |
} | |
} | |
} |