c++ obectarx创建自定义实体并加入新建图层,然后根据图层删除这些自定义实体
时间: 2024-03-09 17:49:27 浏览: 17
您好!针对您的问题,我提供以下的C++代码示例,供参考:
首先,我们需要使用AcDbEntity的派生类来创建自定义实体:
```cpp
class MyCustomEntity : public AcDbEntity
{
public:
MyCustomEntity();
virtual Adesk::Boolean worldDraw(AcGiWorldDraw *mode);
virtual Acad::ErrorStatus dwgInFields(AcDbDwgFiler* filer);
virtual Acad::ErrorStatus dwgOutFields(AcDbDwgFiler* filer) const;
virtual Acad::ErrorStatus dxfInFields(AcDbDxfFiler* filer);
virtual Acad::ErrorStatus dxfOutFields(AcDbDxfFiler* filer) const;
// add your own functions here
};
```
接下来,我们可以在MyCustomEntity类中实现我们自己的绘制函数,例如:
```cpp
Adesk::Boolean MyCustomEntity::worldDraw(AcGiWorldDraw *mode)
{
// TODO: implement your own drawing logic here
return Adesk::kTrue;
}
```
我们还需要实现AcDbEntity的其他虚函数,以便我们的实体能够正确地序列化和反序列化:
```cpp
Acad::ErrorStatus MyCustomEntity::dwgInFields(AcDbDwgFiler* filer)
{
Acad::ErrorStatus es = AcDbEntity::dwgInFields(filer);
// TODO: read in your entity data from the filer here
return es;
}
Acad::ErrorStatus MyCustomEntity::dwgOutFields(AcDbDwgFiler* filer) const
{
Acad::ErrorStatus es = AcDbEntity::dwgOutFields(filer);
// TODO: write out your entity data to the filer here
return es;
}
Acad::ErrorStatus MyCustomEntity::dxfInFields(AcDbDxfFiler* filer)
{
Acad::ErrorStatus es = AcDbEntity::dxfInFields(filer);
// TODO: read in your entity data from the filer here
return es;
}
Acad::ErrorStatus MyCustomEntity::dxfOutFields(AcDbDxfFiler* filer) const
{
Acad::ErrorStatus es = AcDbEntity::dxfOutFields(filer);
// TODO: write out your entity data to the filer here
return es;
}
```
接下来,我们可以创建一个新的图层,并将我们的自定义实体添加到该图层中:
```cpp
AcDbObjectId addCustomEntityToLayer(MyCustomEntity* entity, const TCHAR* layerName)
{
AcDbObjectId layerId = AcDbObjectId::kNull;
// open the layer table for write
AcDbLayerTable* pLayerTable;
if (acdbHostApplicationServices()->workingDatabase()->getSymbolTable(pLayerTable, AcDb::kForWrite) == Acad::eOk)
{
// check if the layer already exists
if (pLayerTable->has(layerName))
{
// open the layer for write
AcDbLayerTableRecord* pLayerTableRecord;
if (pLayerTable->getAt(layerName, pLayerTableRecord, AcDb::kForWrite) == Acad::eOk)
{
// set the new entity's layer
entity->setLayerId(pLayerTableRecord->objectId());
layerId = pLayerTableRecord->objectId();
pLayerTableRecord->close();
}
}
else
{
// create a new layer
AcDbLayerTableRecord* pLayerTableRecord = new AcDbLayerTableRecord();
pLayerTableRecord->setName(layerName);
pLayerTableRecord->setColorIndex(1);
// add the layer to the layer table
if (pLayerTable->add(pLayerTableRecord) == Acad::eOk)
{
// set the new entity's layer
entity->setLayerId(pLayerTableRecord->objectId());
layerId = pLayerTableRecord->objectId();
}
pLayerTableRecord->close();
}
// close the layer table
pLayerTable->close();
}
// add the entity to the database
AcDbObjectId entityId;
acdbHostApplicationServices()->workingDatabase()->addAcDbEntity(entity, entityId);
return layerId;
}
```
最后,我们可以根据图层删除我们的自定义实体:
```cpp
void deleteCustomEntitiesOnLayer(const TCHAR* layerName)
{
// open the layer table for read
AcDbLayerTable* pLayerTable;
if (acdbHostApplicationServices()->workingDatabase()->getSymbolTable(pLayerTable, AcDb::kForRead) == Acad::eOk)
{
// check if the layer exists
if (pLayerTable->has(layerName))
{
// open the layer for write
AcDbLayerTableRecord* pLayerTableRecord;
if (pLayerTable->getAt(layerName, pLayerTableRecord, AcDb::kForWrite) == Acad::eOk)
{
// get the ID of the layer's entities
AcDbObjectIdArray entityIds;
pLayerTableRecord->getEntityIds(entityIds);
// delete the entities
for (int i = 0; i < entityIds.length(); i++)
{
AcDbEntity* pEntity;
if (acdbOpenObject(pEntity, entityIds[i], AcDb::kForWrite) == Acad::eOk)
{
pEntity->erase();
pEntity->close();
}
}
pLayerTableRecord->close();
}
}
// close the layer table
pLayerTable->close();
}
}
```
以上代码示例仅供参考,具体实现可能需要根据您的实际需求进行调整。