b5b48bf4c2
- dove possibile e sicuro sostituiti dynamic_cast con static_cast.
101 lines
4.4 KiB
C++
101 lines
4.4 KiB
C++
//----------------------------------------------------------------------------
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// EgalTech 2013-2013
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//----------------------------------------------------------------------------
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// File : GdbGroup.h Data : 28.11.13 Versione : 1.4a2
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// Contenuto : Dichiarazione della classe GdbGroup.
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//
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//
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//
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// Modifiche : 28.11.13 DS Creazione modulo.
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//
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//
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//----------------------------------------------------------------------------
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#pragma once
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#include "GeoFrame3d.h"
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#include "GdbObj.h"
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#include "/EgtDev/Include/EGkGeoObj.h"
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#include <string>
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//----------------------------------------------------------------------------
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class GdbGroup : public GdbObj
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{
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friend class GdbObj ;
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public :
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~GdbGroup( void) override ;
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GdbGroup* Clone( int nId) const override ;
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GdbType GetGdbType( void) const override
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{ return GDB_TY_GROUP ; }
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bool Save( int nBaseId, NgeWriter& ngeOut, INTUNORDSET* pSavedIds = nullptr) const override ;
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bool Load( int nNgeId, NgeReader& ngeIn, int nBaseGdbId, int& nParentId) override ;
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bool GetLocalBBox( BBox3d& b3Loc, int nFlag, int nLev = 0) const override ;
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bool GetBBox( const Frame3d& frRef, BBox3d& b3Ref, int nFlag, int nLev = 0) const override ;
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bool Translate( const Vector3d& vtMove) override
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{ m_frF.Translate( vtMove) ; return true ; }
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bool Rotate( const Point3d& ptAx, const Vector3d& vtAx, double dAngDeg) override
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{ double dAngRad = dAngDeg * DEGTORAD ;
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return Rotate( ptAx, vtAx, cos( dAngRad), sin( dAngRad)) ; }
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bool Rotate( const Point3d& ptAx, const Vector3d& vtAx, double dCosAng, double dSinAng) override
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{ return m_frF.Rotate( ptAx, vtAx, dCosAng, dSinAng) ; }
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bool Scale( const Frame3d& frRef, double dCoeffX, double dCoeffY, double dCoeffZ) override ;
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bool Mirror( const Point3d& ptOn, const Vector3d& vtNorm) override ;
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bool Shear( const Point3d& ptOn, const Vector3d& vtNorm, const Vector3d& vtDir, double dCoeff) override ;
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bool ToGlob( const Frame3d& frRef) override
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{ return m_frF.ToGlob( frRef) ; }
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bool ToLoc( const Frame3d& frRef) override
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{ return m_frF.ToLoc( frRef) ; }
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bool LocToLoc( const Frame3d& frOri, const Frame3d& frDest) override
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{ return m_frF.LocToLoc( frOri, frDest) ; }
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bool OnSetMaterial( void) override ;
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public :
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GdbGroup( void) ;
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bool SaveEmpty( int nBaseId, NgeWriter& ngeOut, INTUNORDSET* pSavedIds = nullptr) const ;
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bool SaveChildren( int nBaseId, NgeWriter& ngeOut, INTUNORDSET* pSavedIds = nullptr) const ;
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bool Clear( void) ;
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void ObjCountInc( void)
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{ ++ m_nObjCount ; }
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void ObjCountDec( void)
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{ -- m_nObjCount ; }
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int GetObjCount( void) const
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{ return m_nObjCount ; }
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GdbObj* GetFirstObj( void)
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{ return m_pFirstObj ; }
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const GdbObj* GetFirstObj( void) const
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{ return m_pFirstObj ; }
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GdbObj* GetLastObj( void)
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{ return m_pLastObj ; }
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const GdbObj* GetLastObj( void) const
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{ return m_pLastObj ; }
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int GetMinId( void) const ;
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public :
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bool SetFrame( const Frame3d& frF)
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{ if ( ! frF.IsValid())
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return false ;
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m_frF = frF ; return true ; }
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Frame3d& GetFrame( void)
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{ return m_frF ; }
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const Frame3d& GetFrame( void) const
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{ return m_frF ; }
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bool GetGlobFrame( Frame3d& frGlob) const ;
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private :
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Frame3d m_frF ;
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int m_nObjCount ;
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GdbObj* m_pFirstObj ;
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GdbObj* m_pLastObj ;
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} ;
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//----------------------------------------------------------------------------
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inline const GdbGroup* GetGdbGroup( const GdbObj* pGObj)
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{ if ( pGObj == nullptr || pGObj->GetGdbType() != GDB_TY_GROUP)
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return nullptr ;
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return static_cast<const GdbGroup*>( pGObj) ; }
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inline GdbGroup* GetGdbGroup( GdbObj* pGObj)
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{ if ( pGObj == nullptr || pGObj->GetGdbType() != GDB_TY_GROUP)
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return nullptr ;
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return static_cast<GdbGroup*>( pGObj) ; }
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