翻譯|使用教程|編輯:況魚杰|2019-12-26 09:48:01.903|閱讀 356 次
概述:本系列教程整理了VectorDraw Developer Framework(VDF)最常見問題,教程整理的很齊全,非常適合新手學(xué)習(xí)。本文將會展示如何單擊到多邊形并選擇到自己想要的一面。
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相關(guān)鏈接:
VectorDraw Developer Framework(VDF)是一個用于應(yīng)用程序可視化的圖形引擎庫。有了VDF提供的功能,您可以輕松地創(chuàng)建、編輯、管理、輸出、輸入和打印2D和3D圖形文件。
VectorDraw Developer Framework試用版下載
問:
如何單擊到多邊形并選擇自己想要的一面?
答:
下面的代碼使用Select3D,然后使用RenderSelect的各種方法來獲取內(nèi)部實體以及所選面所需的MAtrix。
private void TestIt()
{
vdDocument doc = vd.BaseControl.ActiveDocument;
gPoint userpt = null;
StatusCode s = doc.ActionUtility.getUserPoint(out userpt);
if (s == StatusCode.Success)
{
gPoint pointW = doc.User2WorldMatrix.Transform(userpt);
gPoint tmppt = doc.World2PixelMatrix.Transform(pointW);
Point screenpt = new Point((int)tmppt.x, (int)tmppt.y);
doc.EntitySelectMode = VectorDraw.Render.PickEntityMode.EyeNearest; //Very important so it is selected the eye nearest face , your drawing had default DrawOrder which in many occasions will return you the bottom face
VectorDraw.Render.RenderSelect.RenterSelectObjectArray selectedents = null;
doc.ActiveLayOut.Select3d(false, doc.ActiveLayOut.Entities, screenpt, doc.GlobalRenderProperties.PickSize, false, out selectedents);
if (selectedents != null && selectedents.Count > 0)
{
VectorDraw.Render.RenderSelect.RenterSelectObject pfacerender = selectedents[0];
//Get the polyface
vdPolyface pface = pfacerender.mFigStackItem[0].mFigure as vdPolyface;
if (pface != null)
{
//The UserID gives you the segment of the polyface that was selected
int SegCount = pfacerender.UserId;
gPoints pts = new gPoints();
if (SegCount >= 0)
{
int seg = 5 * SegCount;
if (seg <= (pface.FaceList.Count - 5))
{
pts.Add(new gPoint(pface.VertexList[System.Math.Abs(pface.FaceList[seg + 0]) - 1]));
pts.Add(new gPoint(pface.VertexList[System.Math.Abs(pface.FaceList[seg + 1]) - 1]));
pts.Add(new gPoint(pface.VertexList[System.Math.Abs(pface.FaceList[seg + 2]) - 1]));
if (pface.FaceList[seg + 3] != pface.FaceList[seg + 0]) pts.Add(new gPoint(pface.VertexList[System.Math.Abs(pface.FaceList[seg + 3]) - 1]));
int[] array_faces = { 1, 2, 3, 4, -1 };
Int32Array faces = new Int32Array(array_faces);
var pf = new vdPolyface(doc, pts, faces);
//Calculate the Matrix to transform the face to World Coordinate System because the face is inside a block and has a completelly different coordinate system
Matrix matt = pfacerender.mFigStackItem[0].mMatrix * doc.ActiveLayOut.View2WorldMatrix;
pf.Transformby(matt);
pf.PenColor.SystemColor = Color.BlueViolet;
doc.ActionLayout.Entities.Add(pf);
doc.Redraw(true);
}
}
}
}
}
} 以上問答,如果您有任何的疑惑都可以在評論區(qū)留言,我們會及時回復(fù)。此系列的問答教程我們會持續(xù)更新,如果您感興趣,可以多多關(guān)注本教程。
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