With Eyeshot 2022 we make a strong separation between geometric algorithms and object rendering. For this reason, we introduced a new hierarchy of objects under the namespace devDept.Geometry.Entities that can be used to perform geometric modeling without dealing with graphic attributes.
Most standard entities (hereafter, just entity) depend now on their geometric entities (hereafter, primitive). Entities still expose geometric methods and properties but only as wrappers to primitive's ones. Beware that If something is changed directly on the primitive, the related entity must be regenerated to be correctly rendered.
That said, now it's a good practice to work with the geometric kernel and create an entity only when needed for rendering, as shown in the below code:
GBrep box = GBrep.CreateBox(10, 10, 10);
GBrep cyl = GBrep.CreateCylinder(2, 14);
cyl.Translate(5, 5, -2);
GBrep diff = GBrep.Difference(box, cyl)[0];
Brep brep = new Brep(diff);
design1.Entities.Add(brep, Color.Beige);
The most relevant change affects the instance of “composite entities” such as CompositeCurve, Region, etc. that now are defined by a collection of primitives instead of entities.
v2021 | v2022 |
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These are two articles that show how to model using the geometric kernel: Practice Drawings 125, Hook
To switch between entities and primitive is possible to use the static utility methods under the Entity class such as Entitiy.GetPrimitiveFromEntity() or Entity.CreateEntityFromPrimitive().
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