As alluded to in this previous post, today we’re going to see some code that makes use of a very cool new API feature in AutoCAD 2011: the Editor.TraceBoundary() function. This little gem performs something developers have struggled with – and have asked us for – for many years. Previously you had to jump through significant hoops (or should that be loops? <groan>) to get this to work: one common approach would be to drive the BOUNDARY command programmatically and check the results appended to the database. All very messy.
Anyway, we got there eventually. This function takes a “seed” point and returns a collection of newly-created entities that define our boundary. We can then either pump these through the transient graphics sub-system or – and this is the approach we’re going to take – add them to the drawing to make them persistent.
You need to bear in mind that this function ultimately has similar constraints to the BOUNDARY and BHATCH commands: it also works off AutoCAD’s display list and so the user will need to be appropriately ZOOMed into the geometry that is to be used for boundary detection.
Here’s some C# code to create boundaries – with a lineweight applied and of an automatically incremented colour index – for points the user selects:
public class Commands
static int _index = 1;
public void TraceBoundary()
Document doc =
Database db = doc.Database;
Editor ed = doc.Editor;
// Select a seed point for our boundary
PromptPointResult ppr =
ed.GetPoint("\nSelect internal point: ");
if (ppr.Status != PromptStatus.OK)
// Get the objects making up our boundary
DBObjectCollection objs =
if (objs.Count > 0)
Transaction tr =
// We'll add the objects to the model space
BlockTable bt =
BlockTableRecord btr =
// Add our boundary objects to the drawing and
// collect their ObjectIds for later use
ObjectIdCollection ids = new ObjectIdCollection();
foreach (DBObject obj in objs)
Entity ent = obj as Entity;
if (ent != null)
// Set our boundary objects to be of
// our auto-incremented colour index
ent.ColorIndex = _index;
// Set the lineweight of our object
ent.LineWeight = LineWeight.LineWeight050;
// Add each boundary object to the modelspace
// and add its ID to a collection
// Increment our colour index
// Commit the transaction
Here’s our TB command in action.
In the next post we’re going to modify the code to create transparent hatch objects inside these individual boundaries.