示例#1
0
        void ChangeRenderingTexturePath(Document doc)
        {
            // As there is only one material in the sample
            // project, we can use FilteredElementCollector
            // and grab the first result

            Material mat = new FilteredElementCollector(doc).OfClass(typeof(Material)).FirstElement() as Material;

            // Fixed path for new texture
            // Texture included in sample files

            string texturePath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Desktop), "new_texture.png");

            using (Transaction t = new Transaction(doc))
            {
                t.Start("Changing material texture path");

                using (AppearanceAssetEditScope editScope = new AppearanceAssetEditScope(doc))
                {
                    Asset editableAsset = editScope.Start(mat.AppearanceAssetId);

                    // Getting the correct AssetProperty

                    AssetProperty assetProperty = editableAsset["generic_diffuse"];


                    Asset connectedAsset = assetProperty.GetConnectedProperty(0) as Asset;

                    // Getting the right connected Asset

                    if (connectedAsset.Name == "UnifiedBitmapSchema")
                    {
                        AssetPropertyString path = connectedAsset.FindByName(UnifiedBitmap.UnifiedbitmapBitmap) as AssetPropertyString;

                        if (path.IsValidValue(texturePath))
                        {
                            path.Value = texturePath;
                        }
                    }
                    editScope.Commit(true);
                }
                TaskDialog.Show("Material texture path", "Material texture path changed to:\n" + texturePath);

                t.Commit();
                t.Dispose();
            }
        }
示例#2
0
        /// <summary>
        /// 更改外观
        /// </summary>
        /// <param name="material"></param>
        /// <param name="bumpmapImageFilepath"></param>
        public static void ChangeRenderingTexturePath(Material mat, Document doc, string texturePath, double x, double y)
        {
            using (AppearanceAssetEditScope editScope = new AppearanceAssetEditScope(doc))
            {
                Asset editableAsset = editScope.Start(mat.AppearanceAssetId);

#if VERSION2018
                AssetProperty assetProperty = editableAsset["generic_diffuse"];
#else
                // VERSION2019
                AssetProperty assetProperty = editableAsset.FindByName("generic_diffuse");
#endif
                Asset connectedAsset = assetProperty.GetConnectedProperty(0) as Asset;

                /*if (connectedAsset == null)
                 * {
                 *
                 *  // Add a new default connected asset
                 *  assetProperty.AddConnectedAsset("UnifiedBitmap");
                 *  connectedAsset = assetProperty.GetSingleConnectedAsset();
                 * }*/
                if (connectedAsset.Name == "UnifiedBitmapSchema")
                {
                    // TaskDialog.Show("Tip", "成功");
                    AssetPropertyString path = connectedAsset.FindByName(UnifiedBitmap.UnifiedbitmapBitmap) as AssetPropertyString;

                    AssetPropertyBoolean scalelock = connectedAsset.FindByName(UnifiedBitmap.TextureScaleLock) as AssetPropertyBoolean;
                    scalelock.Value = false;
                    AssetPropertyDistance sizeY = connectedAsset.FindByName(UnifiedBitmap.TextureRealWorldScaleY) as AssetPropertyDistance;
                    sizeY.Value = y;
                    AssetPropertyDistance sizeX = connectedAsset.FindByName(UnifiedBitmap.TextureRealWorldScaleX) as AssetPropertyDistance;
                    sizeX.Value = x;
                    if (path.IsValidValue(texturePath))
                    {
                        path.Value = texturePath;
                    }
                    else
                    {
                        throw new Exception("找不到文件:" + texturePath);
                        //TaskDialog.Show("Tip", "文件路径错误");
                    }
                }

                editScope.Commit(true);
            }
        }
        // 定义修改贴图路径的方法
        public string ChangeRenderingTexturePath(Document doc, Material mat, string newPath)
        {
            try
            {
                using (Transaction t = new Transaction(doc))
                {
                    t.Start("更改贴图位置");

                    using (AppearanceAssetEditScope editScope = new AppearanceAssetEditScope(doc))
                    {
                        Asset editableAsset = editScope.Start(mat.AppearanceAssetId);
                        // Getting the correct AssetProperty
                        AssetProperty assetProperty = editableAsset.FindByName("generic_diffuse");
                        if (assetProperty is null)
                        {
                            assetProperty = editableAsset.FindByName("masonrycmu_color");
                        }

                        Asset connectedAsset = assetProperty.GetConnectedProperty(0) as Asset;
                        // getting the right connected Asset
                        if (connectedAsset.Name == "UnifiedBitmapSchema")
                        {
                            AssetPropertyString path = connectedAsset.FindByName(UnifiedBitmap.UnifiedbitmapBitmap) as AssetPropertyString;
                            if (path.IsValidValue(newPath))
                            {
                                path.Value = newPath;
                            }
                        }
                        editScope.Commit(true);
                    }
                    t.Commit();
                    t.Dispose();
                }
                return(mat.Name);
            }
            catch (Exception)
            {
                TaskDialog.Show("错误提示!!!", "材质【" + mat.Name + "】的贴图更改失败,请手动更改材质贴图");
                return(null);
            }
        }