EntityJig is definitely to jig a particular organization as its name shows and the DrawJig is to jig anything that has images to draw, which can be a individual entity, a group of organizations, or something that is definitely not accessible natively in AutoCAD.The WorldGeometry example provides different methods to draw anything we wish.
It furthermore provides us a structural and simple way for us to manage any matrix conversions as we did to the UCS. The Sampler() override will be another primary method which is certainly utilized to collect the consumer input such as the cursor position in the case. Though the Sampler() looks like exactly the same as the oné in EntityJig, it has a fundamental difference. In the EntityJig, the gathered point is usually in UCS unless explicitly given with the. ![]() Other qualities like as Colour can become set through the SubEntityTraits as was demonetrated a several times just before. The SubEntityTraits object of the WorldDraw instance can end up being used to arranged graphics features such as color and more like range type, coating, line excess weight and therefore on. The UCS can be perfectly privileged with the built-in model transformation system through the PushModeITransform and PopModelTransform methods of the WorldGeometry example and our own measures such as changing the gathered factors from the default WCS back to the UCS. In generally, we perform not complete the organization tip to the DráwJig as it shouId not really only caution about images of a particular entity. In any other case, it becomes best the EntityJig with quite some expenses brought about from the WorldGeometry like as reinventing the pull feature of the entity. In terms of a poly line jig, we can use EntityJig to duplicate the exact same behavior as the DrawJig does here, with some probable overheads such as the last temporary vetext adding and removing often as we do to the MLiné EntityJig that wé demonstrated a little bit earlier. We may perform therefore in the potential so as to compare their implementations. After the call, all graphics in the WorldDraw will end up being changed by the mátrix until the PopModeITransform() can be called. ![]()
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