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Apply texture to multipatch cityengine
Apply texture to multipatch cityengine













  1. APPLY TEXTURE TO MULTIPATCH CITYENGINE HOW TO
  2. APPLY TEXTURE TO MULTIPATCH CITYENGINE INSTALL
  3. APPLY TEXTURE TO MULTIPATCH CITYENGINE PATCH
  4. APPLY TEXTURE TO MULTIPATCH CITYENGINE PRO

It is useful for creating materials such as glass. Color of the material specified using RGB values. The BasicMaterial class has a number of properties to support this.

APPLY TEXTURE TO MULTIPATCH CITYENGINE HOW TO

In this step, we will see how to create and apply materials to a multipatch which will enhance the visual appearance of the 3D geometry. Stop debugging and return to Visual Studio when you are ready to continue. Validate the UI by activating the Add-In tab.Ĭlick the Create Cube button and a new cube multipatch feature will be created. Open the C:\Data\MultipatchBuilderEx\MultipatchBuilderExCubeDemo.aprx project. Show( "Multipatch creation failed: " + msg) īuild the sample and fix any compile errors. if there's an error, show it if ( ! string.

apply texture to multipatch cityengine

not successful, return any error message from the EditOperation return op. CubeMultipatchObjectID = ( long) rowToken. save the objectID in the module for other commands to use Module1. Create( localSceneLayer, cubeMultipatch) queue feature creation and track the newly created objectID RowToken rowToken = op. long newObjectID = -1 var op = new EditOperation() add the multipatch geometry to the layer string msg = await QueuedTask. create the multipatch geometry var cubeMultipatch = CreateCubeMultipatch() get the multipatch layer from the map var localSceneLayer = MapView. Any errors will be displayed to the user.įirst, search for the multipatch layer in the map. In this method, we are going to search for a multipatch layer in the map, create our cube geometry and then use the EditOperation class to create a new feature in the multipatch layer. Move back to your button's OnClick method. create the geometry Multipatch cubeMultipatch = cubeMultipatchBuilderEx. Add( bottomFacePatch) ĬubeMultipatchBuilderEx. Add( topFacePatch) ĬubeMultipatchBuilderEx. add to the Patches collection on the builder cubeMultipatchBuilderEx.

APPLY TEXTURE TO MULTIPATCH CITYENGINE PATCH

make the sides face patch Patch sidesFacePatch = cubeMultipatchBuilderEx. make the bottom face patch Patch bottomFacePatch = cubeMultipatchBuilderEx. make the top face patch Patch topFacePatch = cubeMultipatchBuilderEx. create the multipatch builder MultipatchBuilderEx cubeMultipatchBuilderEx = new MultipatchBuilderEx() Private Multipatch CreateCubeMultipatch() Create a new function called CreateCubeMultipatch and have it return a Multipatch object.

  • Change the button tooltip heading to "Create Cube" and the tooltip text to "Create a cube multipatch.".
  • Change the button caption to "Create Cube".
  • Modify the config.daml file items as follows:

    APPLY TEXTURE TO MULTIPATCH CITYENGINE PRO

    If you are not familiar with the ArcGIS Pro SDK, you can follow the steps in the ProGuide Build your first add-in to get started.Īdd a new ArcGIS Pro Add-Ins | ArcGIS Pro Button to the add-in project, and name the item CreateCube.

  • Create a new ArcGIS Pro Module Add-in, and name the project RubiksCube.
  • APPLY TEXTURE TO MULTIPATCH CITYENGINE INSTALL

    Download and install the sample data required for this guide as instructed in ArcGIS Pro SDK Community Samples Releases.Finally, we will apply a texture to the faces of the cube so that it looks like a Rubik's cube. Then we will apply materials to the faces of the cube. In this guide we will walk through how to create a simple cube multipatch. Texture Coordinates (used to define the mapping to apply a 2D texture image).įor a more detailed description of the multipatch geometry structure, please refer to the Esri multipatch white paper.

    apply texture to multipatch cityengine

  • a Material (used to control the visual appearance of the patch).
  • apply texture to multipatch cityengine

  • Normals (used to define the direction that each face will use to reflect light).
  • In addition to the geometry, a patch also has optional attributes such as The type of the patch determines how to interpret the list of vertices. A patch geometry can be of type Triangles, Triangle strips, Triangle fans, First Ring and Ring. Each part in a multipatch is called a patch and has a list of vertices with 3D coordinates to represent it's shape. OverviewĪ multipatch is a series of 3-dimensional surfaces used to represent a 3D object. The code used to illustrate this guide can be found at the RubiksCube Sample. In this guide we will explore various features of this new API. NET SDK added support for multipatch creation.















    Apply texture to multipatch cityengine