Files
EgtGeomKernel/GdbGroup.h
T
Dario Sassi fc00d6273a EgtGeomKernel 1.9j4 :
- generalizzato l'uso di override (ovviamente dove va messo).
2018-10-25 07:30:14 +00:00

97 lines
4.0 KiB
C++

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