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//////////////////////////////////////////////////////////////////////////////
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//<2F>ļ<EFBFBD>: <20><>άSegY<67>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//<2F><>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD>:
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// Ϊ<><CEAA><EFBFBD><EFBFBD><EFBFBD>в<EFBFBD><D0B2><EFBFBD><EFBFBD><EFBFBD>ά<EFBFBD><CEAC><EFBFBD>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// <09><><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>桢<EFBFBD><E6A1A2>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĺ<EFBFBD><C4B9><EFBFBD>
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>д: 2011-8-31
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//
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//
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/////////////////////////////////////////////////////////////////////////////
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#pragma once
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#include "AttachBase.h"
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#include "SeisSurvey3D.h"
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#include "ProgressThreadBase.h"
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#include "MeshRand2D.h"
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#include "SeisLineData.h"
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namespace NSeis
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{
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///////////////////////////////////////////////////////////////////////
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class AFX_EXT_CLASS CBuilderBase
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: public CAttachBase
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, public CProgressThreadBase
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{
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public:
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CBuilderBase(void);
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virtual ~CBuilderBase(void);
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virtual void Clear(void);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ά<EFBFBD><CEAC><EFBFBD>е<EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
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virtual double Value(double x, double y, double z)=0;
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virtual double Value(int row, int col, int k)=0;
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/////////////////////////////////////////////////////////////////////////////
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//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ά<EFBFBD><CEAC>,<2C><><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool CreateCube(OUT CDimension3D& cb, IN CCubeRange& cr, bool bReMemory = true);
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/////////////////////////////////////////////////////////////////////////////
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//EOrientation<6F><6E><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD>ߡ<EFBFBD><DFA1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߡ<EFBFBD><DFA1><EFBFBD>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// <20><><EFBFBD>ݶ<EFBFBD><DDB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool CreateRandMeshRC(OUT CMeshRand2D& md, IN CCurve* pCurve, EOrientation curOri);
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// <20><><EFBFBD>ݶ<EFBFBD><DDB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool CreateRandMeshXY(OUT CMeshRand2D& md, IN CCurve* pCurve, EOrientation curOri);
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/////////////////////////////////////////////////////////////////////////////
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//<2F><><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// <20><><EFBFBD>ݶ<EFBFBD><DDB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>ΪXYƽ<59><C6BD><EFBFBD><EFBFBD><EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool CreateRandLineRC(OUT CSeisLineData& md, CCurve* pCurve);
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// <20><><EFBFBD>ݶ<EFBFBD><DDB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>ΪXYƽ<59><C6BD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool CreateRandLineXY(OUT CSeisLineData& md, CCurve* pCurve);
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/////////////////////////////////////////////////////////////////////////////
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƭ
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// <20><><EFBFBD>õ<EFBFBD>ʱ<EFBFBD><CAB1>Ƭ,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool CreateSliceUp(OUT CMesh2D& dn, float z_value, bool bLineValue = false);
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// <20><><EFBFBD>ݽ<EFBFBD><DDBD>Ͳ<EFBFBD>λ<EFBFBD><CEBB><EFBFBD><EFBFBD><EFBFBD>ݶ<EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD>
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// dn<64><6E><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD>
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// pInsuf<75><66><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD>
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bool CreateSliceRC(OUT CMesh2D& dn, IN CDimension2D* pInSuf, bool bLineValue = true);
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// <20><><EFBFBD>ݽ<EFBFBD><DDBD>Ͳ<EFBFBD>λ<EFBFBD><CEBB><EFBFBD><EFBFBD><EFBFBD>ݶ<EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// dn<64><6E><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// pInsuf<75><66><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool CreateSliceXY(OUT CMesh2D& dn, IN CDimension2D* pInSuf, bool bLineValue = true);
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//////////////////////////////////////////////////////////////////////////////////////////
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//<2F>ߵ<EFBFBD><DFB5>Ž<EFBFBD><C5BD><EFBFBD><EFBFBD><EFBFBD>areaSnapStep״̬<D7B4>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1>
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bool CreateLine(OUT CSeisLineData& sd, float line, EOrientation ori, bool bReMemory = true);
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//<2F><>ȡһ<C8A1><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool CreateInline(OUT CSeisLineData& sd, float row_line_num, bool bReMemory = true);
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//<2F><>ȡһ<C8A1><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool CreateCrossline(OUT CSeisLineData& sd, float col_line_num, bool bReMemory = true);
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virtual CSeisSampleInfo& GetSampleInfo() = 0;
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virtual float GetSampleInterval() = 0; //<2F><><EFBFBD>ò<EFBFBD><C3B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>дSegY<67><59><EFBFBD><EFBFBD>ʱʹ<CAB1><CAB9>
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virtual CColorBase& GetColorBar() = 0;
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virtual CSeisSurvey3D& GetSurvey() = 0;
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virtual bool CreateData()=0; //<2F><>ʹ<EFBFBD><CAB9><EFBFBD>̷߳<DFB3>ʽ
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virtual bool DoThreadWork(); //ִ<><D6B4><EFBFBD>̴߳<DFB3><CCB4><EFBFBD><EFBFBD>Ĺ<EFBFBD><C4B9><EFBFBD>
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//<2F><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE>Χ<EFBFBD><CEA7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE>Χʱ<CEA7><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>InitWithIndex<65><78>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD>ɺ<EFBFBD>
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// <20><><EFBFBD><EFBFBD>Ϊʱ<CEAA><CAB1>ֵ<EFBFBD><D6B5><EFBFBD>ڲ<EFBFBD><DAB2><EFBFBD>ת<EFBFBD><D7AA>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void SetRangeZ(TInterval<float>& range);
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// <20><><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void SetRangeZ(TInterval<int>& range);
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virtual TInterval<int> GetRangeZI();
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virtual TInterval<float> GetRangeZF();
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bool IsWork() { return GetSurvey().IsWork(); }
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bool IsSnapStep() { return GetSurvey().IsSnapStep(); }
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void EnableWork(bool bWork) { GetSurvey().EnableWork(bWork); }
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void EnableSnapStep(bool bSnap) { GetSurvey().EnableSnapStep(bSnap); }
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double GetScaleFactor() { return m_seisLinePar.m_dScaleFactor; }
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CSeisLinePar& GetSeisLinePar() { return m_seisLinePar; }
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enum ECubeType //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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{
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cubeErr = 0, //<2F><>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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cubeMesh = 1, //CDimension3D<33><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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cubeSeis //<2F><>ά<EFBFBD><CEAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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};
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ECubeType GetCubeType() { return m_cubeType; }
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protected:
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void SetCubeType(ECubeType ct) { m_cubeType = ct; }
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ECubeType m_cubeType;
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CSeisLinePar m_seisLinePar; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>չ<EFBFBD><D5B9><EFBFBD><EFBFBD>
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protected:
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enum EType
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{
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//ȫ<><C8AB>ʹ<EFBFBD><CAB9>
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typeError = 0,
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typeInline = 1, //<2F><><EFBFBD><EFBFBD>CSeisLineData<74><61><EFBFBD><EFBFBD><F3A3ACB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>CSeisData<74><61><EFBFBD><EFBFBD>
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typeCrossline = 2, //<2F><><EFBFBD><EFBFBD>CSeisLineData<74><61><EFBFBD><EFBFBD><F3A3ACB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>CSeisData<74><61><EFBFBD><EFBFBD>
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typeSliceUp = 3, //<2F><><EFBFBD><EFBFBD>CMesh2D<32><44><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeRandLineRC = 4, //<2F><><EFBFBD><EFBFBD>CSeisLineData<74><61><EFBFBD><EFBFBD><F3A3ACB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeRandLineXY = 5, //<2F><><EFBFBD><EFBFBD>CSeisLineData<74><61><EFBFBD><EFBFBD><F3A3ACB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeCube = 6, //<2F><><EFBFBD><EFBFBD>CDimension3D<33><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeRandMeshRC = 7, //<2F><><EFBFBD><EFBFBD>CMeshRand2D<32><44><EFBFBD><EFBFBD><F3A3ACB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeRandMeshXY = 8, //<2F><><EFBFBD><EFBFBD>CMeshRand2D<32><44><EFBFBD><EFBFBD><F3A3ACB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeSliceMeshRC = 9, //<2F><><EFBFBD><EFBFBD>CMesh2D<32><44><EFBFBD><EFBFBD><F3A3ACB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD>ʱ<EFBFBD><CAB1>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>꣬<EFBFBD><EAA3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeSliceMeshXY = 10, //<2F><><EFBFBD><EFBFBD>CMesh2D<32><44><EFBFBD><EFBFBD><F3A3ACB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD>ʱ<EFBFBD><CAB1>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD>꣬<EFBFBD><EAA3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//<2F><><EFBFBD><EFBFBD>CBuilderMesh3D<33><44>ʹ<EFBFBD><CAB9>
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typeLoadFile = 11, //<2F><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>
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typeMeshInline = 12, //<2F><><EFBFBD><EFBFBD>CMesh2D<32><44><EFBFBD><EFBFBD><F3A3ACB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>CMesh2D<32><44><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeMeshCrossline = 13, //<2F><><EFBFBD><EFBFBD>CMesh2D<32><44><EFBFBD><EFBFBD><F3A3ACB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>CMesh2D<32><44><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeMeshSliceUp = 14, //<2F><><EFBFBD><EFBFBD>CMesh2D<32><44><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>Ƭ, <20><><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>CMesh2D<32><44><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeRandLineFixed = 15, //<2F><><EFBFBD><EFBFBD>CMeshRand2D<32><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɹ̶<C9B9><CCB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeRandLine_XY = 16, //<2F><><EFBFBD><EFBFBD>CMeshRand2D<32><44><EFBFBD><EFBFBD><F3A3ACB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD>꣬<EFBFBD><EAA3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊʵ<CEAA><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//<2F><><EFBFBD><EFBFBD>CSeisBuilder3D<33><44>ʹ<EFBFBD><CAB9>
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typeIndexLine = 20, //<2F><><EFBFBD><EFBFBD>CSeisLineData<74><61><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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typeIndexRandLine = 21 //<2F><><EFBFBD><EFBFBD>CSeisLineData<74><61><EFBFBD><EFBFBD><F3A3ACB8><EFBFBD>CSeisIndexRandomLine<6E><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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};
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/////////////////////////////////////////////////////////////////////////////
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//<2F><><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>ʹ<EFBFBD><CAB9><EFBFBD>̶߳<DFB3><CCB6><EFBFBD>
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȷ<EFBFBD><C8B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>γ<EFBFBD><CEB3><EFBFBD>Ƭ
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EType m_nType; //<2F><><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD><EFBFBD>
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EOrientation m_curOrientation; //<2F><>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƽ<EFBFBD><C6BD><EFBFBD>ķ<EFBFBD><C4B7><EFBFBD>
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float m_fCurLine; //<2F><>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><DFBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><DFBB><EFBFBD>Ƭ<EFBFBD><C6AC>
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bool m_bReMemory;
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void* m_pOutData;
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void* m_pOtherData;
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CCubeRange m_cubeRange;
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};
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}//namespace
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