Workspace 6.21.5
Public Member Functions | Protected Member Functions | List of all members
Entity Class Reference

Defines an entity with a component ID. More...

#include <Mesh/DataStructures/entity.h>

Inheritance diagram for Entity:
[legend]

Public Member Functions

long getCompID () const
 Get the ID of the component this entity belongs to.
 
void setCompID (long compID)
 
Deprecated functions
void SetCompID (long compID)
 
long GetCompID () const
 
- Public Member Functions inherited from NumberedObject
 NumberedObject (long ID)
 Create an object with the specified ID and all flags except isValid not set.
 
void clearFlag (unsigned flag)
 Clear flag. Do not use this to manipulate the isValid flag, since list managers are responsible for that.
 
void copyFlags (const NumberedObject &t)
 
long getID () const
 
long getIndex () const
 
bool isFlagSet (unsigned flag) const
 
bool isValid () const
 
void setFlag (unsigned flag, bool b=true)
 Set flag to b. Do not use this to manipulate the isValid flag, since list managers are responsible for that.
 
void setID (long ID)
 
void setIndex (long i)
 
void SetID (long ID)
 
long GetID () const
 
void SetIndex (long i)
 
long GetIndex () const
 
bool IsFlagSet (unsigned flag) const
 
void ClearFlag (unsigned flag)
 
void SetFlag (unsigned flag)
 
void setFlagTo (unsigned flag, bool b=true)
 
void SetFlagTo (unsigned flag, bool b=true)
 
bool IsValid () const
 

Protected Member Functions

 Entity (long id, long compID)
 

Additional Inherited Members

- Public Types inherited from NumberedObject
enum  {
  flag0 , flag1 , flag2 , flag3 ,
  flag4 , flag5 , flag6 , flag7 ,
  flag8 , flag9 , flag10 , flag11 ,
  flag12 , flag13 , flag14 , flag15
}
 

Detailed Description

All elements and models are derived from this. A component is a logical collection that usually has some conceptual meaning. For example, if a model contains a number of boundary regions that are not connected to each other, then each distinct region might have its own component ID to help identify it in visualisation and meshing. Models themselves have component ID's, so an assembly of models could be built with sub-assemblies defined by common component ID's.

Constructor & Destructor Documentation

◆ Entity()

Entity ( long  id,
long  compID 
)
inlineprotected
Parameters
idTo support collections of entities, each entity has its own ID. This is purely a labeling convenience and the ID number is not guaranteed to be unique, although models do provide renumbering functionality to facilitate this.
compIDThe collection itself also has an ID.

Member Function Documentation

◆ getCompID()

long getCompID ( ) const
inline

◆ GetCompID()

long GetCompID ( ) const
inline

◆ setCompID()

void setCompID ( long  compID)
inline
Parameters
compIDThe ID of the component this entity belongs to.

◆ SetCompID()

void SetCompID ( long  compID)
inline