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  • 封装函数获取体的最大4个角

    struct MyStruct4
    {
        Point3d p1;
        Point3d p2;
        Point3d p3;
        Point3d p4;
    };
    
    vector<MyStruct4>parts_bnd;
    
    static void getpointlist(vector<MyStruct4>& points)
    {
        char Cue[] = "选择实体";
        char Title[] = "选择要处理的实体";
        int Scope = UF_UI_SEL_SCOPE_NO_CHANGE;
        int Response;
        tag_t* Object;
        int count = 0;    
        UF_UI_select_with_class_dialog(Cue, Title, Scope, init_proc_body, NULL, &Response, &count, &Object);
        if (count)
        {
            MyStruct4 prt;
            for (size_t i = 0; i < count; i++)
            {
                tag_t csys_tag0 = NULL_TAG;
                tag_t matrix_id0 = NULL_TAG;
                double csys_origin0[3];            
                UF_CSYS_ask_wcs(&csys_tag0);
                UF_CSYS_ask_csys_info(csys_tag0, &matrix_id0, csys_origin0);
                double min_corner0[3], directions0[3][3], distances0[3];
                UF_MODL_ask_bounding_box_exact(Object[i], csys_tag0, min_corner0, directions0, distances0);
                Point3d poins0(min_corner0[0], min_corner0[1], min_corner0[2] + distances0[2]+1);            
                Point3d poins1(min_corner0[0], min_corner0[1] + distances0[1], min_corner0[2] + distances0[2]+1);            
                Point3d poins2(min_corner0[0] + distances0[0], min_corner0[1] + distances0[1], min_corner0[2] + distances0[2]+1);            
                Point3d poins3(min_corner0[0] + distances0[0], min_corner0[1], min_corner0[2] + distances0[2]+1);
                prt.p1 = poins0;
                prt.p2 = poins1;
                prt.p3 = poins2;
                prt.p4 = poins3;
                parts_bnd.push_back(prt);
                UF_DISP_set_highlight(Object[i],0);
            }
        }
    }
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  • 原文地址:https://www.cnblogs.com/liuxiaoqing1/p/13715124.html
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