コード例 #1
0
        // fileName of the form  "d:\Temp\Image.jpg"
        private byte[] GetBufferFromImageFile(string fileName, esriTextureCompressionType compressionType)
        {
            System.Drawing.Image image        = System.Drawing.Image.FromFile(fileName);
            MemoryStream         memoryStream = new MemoryStream();

            System.Drawing.Imaging.ImageFormat format = compressionType == esriTextureCompressionType.CompressionJPEG ? System.Drawing.Imaging.ImageFormat.Jpeg : System.Drawing.Imaging.ImageFormat.Bmp;
            image.Save(memoryStream, format);
            byte[] imageBuffer = memoryStream.ToArray();

            return(imageBuffer);
        }
コード例 #2
0
        // sUri of the form  "pack://application:,,,/myPack;component/Images/image.jpg"
        private byte[] GetBufferImage(string sUri, esriTextureCompressionType compressionType)
        {
            System.Drawing.Imaging.ImageFormat format = (compressionType == esriTextureCompressionType.CompressionJPEG) ? System.Drawing.Imaging.ImageFormat.Jpeg : System.Drawing.Imaging.ImageFormat.Bmp;

            Uri uri = new Uri(sUri, UriKind.RelativeOrAbsolute);
            StreamResourceInfo info = Application.GetResourceStream(uri);

            System.Drawing.Image image = System.Drawing.Image.FromStream(info.Stream);

            MemoryStream memoryStream = new MemoryStream();

            image.Save(memoryStream, format);
            byte[] imageBuffer = memoryStream.ToArray();

            return(imageBuffer);
        }
コード例 #3
0
        protected override async void OnClick()
        {
            // make sure there's an OID from a created feature
            if (Module1.MultipatchOID == -1)
            {
                return;
            }

            if (MapView.Active?.Map == null)
            {
                return;
            }

            // find layer
            var member = MapView.Active.Map.GetLayersAsFlattenedList().FirstOrDefault(l => l.Name == "MultipatchWithTextureSimple") as FeatureLayer;

            if (member == null)
            {
                return;
            }


            // create the textures
            esriTextureCompressionType compressionType = esriTextureCompressionType.CompressionJPEG;

            byte[] brickImageBuffer     = GetBufferImage("pack://application:,,,/MultipatchBuilderEx;component/Textures/Brick.jpg", compressionType);
            var    brickTextureResource = new TextureResource(new JPEGTexture(brickImageBuffer));

            BasicMaterial brickMaterialTexture = new BasicMaterial();

            brickMaterialTexture.TextureResource = brickTextureResource;

            byte[] blocksImageBuffer     = GetBufferImage("pack://application:,,,/MultipatchBuilderEx;component/Textures/Retaining_Blocks.jpg", compressionType);
            var    blocksTextureResource = new TextureResource(new JPEGTexture(blocksImageBuffer));

            BasicMaterial blockskMaterialTexture = new BasicMaterial();

            blockskMaterialTexture.TextureResource = blocksTextureResource;

            byte[] waterImageBuffer     = GetBufferImage("pack://application:,,,/MultipatchBuilderEx;component/Textures/water.jpg", compressionType);
            var    waterTextureResource = new TextureResource(new JPEGTexture(waterImageBuffer));

            BasicMaterial waterMaterialTexture = new BasicMaterial();

            waterMaterialTexture.TextureResource = waterTextureResource;

            // set up a set of TextureCoordinates - these determine how the texture is draped over a face
            //  In this scenario we will use the same textureCoordinates for each face
            var textureCoords = new List <Coordinate2D>()
            {
                new Coordinate2D(0, 0),
                new Coordinate2D(1, 0),
                new Coordinate2D(1, -1),
                new Coordinate2D(0, 0),
                new Coordinate2D(1, -1),
                new Coordinate2D(0, -1),
            };

            bool result = await QueuedTask.Run(() =>
            {
                // get the multipatch shape using the Inspector
                var insp = new Inspector();
                insp.Load(member, Module1.MultipatchOID);
                var origMultipatch = insp.Shape as Multipatch;

                // create a builder
                var mpb = new ArcGIS.Core.Geometry.MultipatchBuilderEx(origMultipatch);

                // apply the texture materials to the patches
                var patches = mpb.Patches;

                patches[0].Material        = brickMaterialTexture;
                patches[0].TextureCoords2D = textureCoords;

                patches[1].Material        = blockskMaterialTexture;
                patches[1].TextureCoords2D = textureCoords;

                patches[2].Material        = brickMaterialTexture;
                patches[2].TextureCoords2D = textureCoords;

                patches[3].Material        = waterMaterialTexture;
                patches[3].TextureCoords2D = textureCoords;

                patches[4].Material        = blockskMaterialTexture;
                patches[4].TextureCoords2D = textureCoords;

                patches[5].Material        = waterMaterialTexture;
                patches[5].TextureCoords2D = textureCoords;

                // use this method to determine patches which contain the specified texture
                //var texture = mpb.QueryPatchIndicesWithTexture(brickTextureResource);

                // get the modified multipatch geometry
                var newMultipatch = mpb.ToGeometry() as Multipatch;

                // modify operation
                var modifyOp  = new EditOperation();
                modifyOp.Name = "Apply textures to multipatch";
                modifyOp.Modify(member, Module1.MultipatchOID, newMultipatch);

                if (modifyOp.Execute())
                {
                    return(true);
                }

                return(false);
            });
        }
        protected override async void OnClick()
        {
            #region Initialization
            // set up a set of TextureCoordinates - these determine how the texture is draped over a face
            //  In this scenario we will use the same textureCoordinates for each face
            var textureCoords = new List <Coordinate2D>()
            {
                new Coordinate2D(4.67909908294678, -2.89953231811523),
                new Coordinate2D(-3.7085223197937, -2.89953231811523),
                new Coordinate2D(-3.6790623664856, 1.89953279495239),
                new Coordinate2D(4.67909908294678, -2.89953231811523),
                new Coordinate2D(-3.6790623664856, 1.89953279495239),
                new Coordinate2D(4.7085223197937, 1.89953327178955)
            };

            esriTextureCompressionType compressionType = esriTextureCompressionType.CompressionJPEG;
            byte[] glassImageBuffer     = GetBufferImage("pack://application:,,,/MultipatchBuilder;component/Textures/Glass.jpg", compressionType);
            var    glassTextureResource = new TextureResource(new JPEGTexture(glassImageBuffer));
            byte[] roofImageBuffer      = GetBufferImage("pack://application:,,,/MultipatchBuilder;component/Textures/Roof.jpg", compressionType);
            var    roofTextureResource  = new TextureResource(new JPEGTexture(roofImageBuffer));

            var materialGray = new BasicMaterial
            {
                Color = System.Windows.Media.Colors.Gray
            };
            #endregion

            if (MapView.Active?.Map == null)
            {
                return;
            }

            // find footprint layer
            var footPrintLyr = MapView.Active.Map.GetLayersAsFlattenedList().FirstOrDefault(l => l.Name == "BuildingFootprints") as FeatureLayer;
            if (footPrintLyr == null)
            {
                MessageBox.Show("Can't find layer: BuildingFootprint");
                return;
            }

            var buildingLyr = MapView.Active.Map.GetLayersAsFlattenedList().FirstOrDefault(l => l.Name == "BuildingStructure") as FeatureLayer;
            if (buildingLyr == null)
            {
                MessageBox.Show("Can't find layer: BuildingStructure");
                return;
            }

            // create the multipatch
            var mpb = await QueuedTask.Run <MultipatchBuilderEx>(() =>
            {
                // get all selected lines and use them as the building footprint
                var footPrintSelection = footPrintLyr.GetSelection();
                Polygon footPrint      = null;
                int floorLevels        = 1;
                #region Get Footprint and Floor levels
                foreach (var footprintOid in footPrintSelection.GetObjectIDs())
                {
                    // get the multipatch shape using the Inspector
                    var insp = new Inspector();
                    insp.Load(footPrintLyr, footprintOid);
                    footPrint   = GeometryEngine.Instance.ReverseOrientation(insp.Shape as Multipart) as Polygon;
                    floorLevels = (int)insp["Floors"];
                }
                if (footPrint == null)
                {
                    MessageBox.Show("No selected building footprint found");
                    return(null);
                }
                #endregion
                // Create the MultipatchBuilder using the building footprints and the floorlevels as height
                return(MyMultipatchBuilder.CreateTriangleMultipatchBuilder(footPrint, floorLevels));
            });

            // apply texture or material
            // create a builder to work on the multipatch geometry
            switch (Module1.SelectedTexture)
            {
            case "Glass":
                // create the textures for walls and roof
                BasicMaterial glassMaterialTexture = new BasicMaterial
                {
                    TextureResource = glassTextureResource
                };
                BasicMaterial roofMaterialTexture = new BasicMaterial
                {
                    TextureResource = roofTextureResource
                };

                // apply the texture materials to the patches
                var patches = mpb.Patches;
                for (var iPatch = 0; iPatch < patches.Count; iPatch++)
                {
                    if (iPatch == patches.Count - 1)
                    {
                        // roof
                        patches[iPatch].Material        = roofMaterialTexture;
                        patches[iPatch].TextureCoords2D = textureCoords;
                    }
                    else
                    {
                        // walls
                        patches[iPatch].Material        = glassMaterialTexture;
                        patches[iPatch].TextureCoords2D = textureCoords;
                    }
                }
                break;

            case "Red-solid":
                // create some materials
                var materialRed = new BasicMaterial
                {
                    Color = System.Windows.Media.Colors.Brown
                };
                // apply the materials to the patches
                for (var iPatch = 0; iPatch < mpb.Patches.Count; iPatch++)
                {
                    if (iPatch == mpb.Patches.Count - 1)
                    {
                        // roof
                        mpb.Patches[iPatch].Material = materialGray;
                    }
                    else
                    {
                        // walls
                        mpb.Patches[iPatch].Material = materialRed;
                    }
                }
                break;

            case "Gray-solid":
                // create some materials
                var materialSilver = new BasicMaterial
                {
                    Color = System.Windows.Media.Colors.Silver
                };
                // apply the materials to the patches
                for (var iPatch = 0; iPatch < mpb.Patches.Count; iPatch++)
                {
                    if (iPatch == mpb.Patches.Count - 1)
                    {
                        // roof
                        mpb.Patches[iPatch].Material = materialGray;
                    }
                    else
                    {
                        // walls
                        mpb.Patches[iPatch].Material = materialSilver;
                    }
                }
                break;
            }

            // create a new feature using the multipatch
            bool result = await QueuedTask.Run(() =>
            {
                // track the newly created objectID
                long newObjectID = -1;
                var op           = new EditOperation
                {
                    Name = "Create multipatch feature",
                    SelectNewFeatures = false
                };
                Module1.NewMultipatch = mpb.ToGeometry() as Multipatch;
                op.Create(buildingLyr, Module1.NewMultipatch, oid => newObjectID = oid);
                if (op.Execute())
                {
                    // save the oid in the module for other commands to use
                    Module1.NewMultipatchOID = newObjectID;
                    return(true);
                }
                var msg = op.ErrorMessage;
                return(false);
            });
        }