示例#1
0
        protected override void OnClick()
        {
            // find footprint layer
            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 new structural features
            _ = QueuedTask.Run(() =>
            {
                // get all selected lines and use them as the building footprint
                var bldgSelection = buildingLyr.GetSelection();
                Multipatch mp     = null;
                #region Get MultiPatch
                foreach (var footprintOid in bldgSelection.GetObjectIDs())
                {
                    // get the multipatch shape using the Inspector
                    var insp = new Inspector();
                    insp.Load(buildingLyr, footprintOid);
                    mp = insp.Shape.Clone() as Multipatch;
                    break;
                }
                #endregion
                if (mp == null)
                {
                    MessageBox.Show("No multipatch selected");
                    return;
                }

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

                // apply the texture materials to the patches
                var patches = mpb.Patches;
                foreach (var patch in patches)
                {
                    System.Diagnostics.Debug.WriteLine(patch.Material);
                    MyMultipatchBuilder.ShowPatchLabels(patch);
                    foreach (var coord in patch.TextureCoords2D)
                    {
                        System.Diagnostics.Debug.WriteLine($@"new Coordinate2D({coord.X},{coord.Y}),");
                    }
                    break;
                }
            });
        }
        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);
            });
        }