In my code, I have this workflow:
When user wants to see some things, add Sprites using 'DataVizCore.addViewables()'
Use 'viewer.addEventListener(DataVizCore.MOUSE_CLICK, onDotClick)' to show info bubble
When user wants to show other things, call 'DataVizCore.removeAllViewables()' to clear Sprites
Repeat from step 1
This sequence works OK except in one situation.
If a sprite was selected (by clicking on it) before removeAllViewables() is called, I don't get MOUSE_CLICK event for newly added Sprites. In browser console, I see following error is thrown.
CustomViewables.js:318 Uncaught TypeError: Cannot read property 'style' of undefined at ViewableData.getViewableUV (developer.api.autodesk.com/modelderivative/v2/viewers/7.*/extensions/DataVisualization/DataVisualization.js:454)
As a workaround, I added 'event.hasStopped = true' to click event handler to prevent Sprite getting selected internally. That seems to work.
This seems like a bug in DataVizExtension to me. Or, my workflow is wrong?
Thanks
Bandu
Bandu. Thanks for the detailed steps to reproduce this issue. I tried with v7.46.0 version of the DataVisualization.js (latest as of my message) but was not seeing the same issue. I'd be curious if you are using this same version of the Forge Viewer (you can figure that out by looking at the viewer3D.js fetched under the Network tab of Chrome DevTools).
Setting event.hasStopped = true works because it internally avoided the code path calls into getViewableUV that threw the exception, but the flag is meant for other use cases (e.g. overriding default sprite selection behavior).
In any case, I've just tweaked our internal code to make use-cases like yours more robust. The changes will be released with the upcoming v7.47.0. Thank you for your feedback 🙂
Related
We are currently making the client retrieve the object states when the page loads (which will cause the 'pending' objects in the model to turn into different colors). Then we poll for changes to update the coloring (Firstly: pending object gets colored when the viewer loads, and then we keep polling to check and change state again, to make Forge render those in a different color and store their old color/material. When the polling received a change that an object should no longer be colored, it tells Forge to use the old color/material again.
The problem:
We've found out what the problem is, but we couldn't find out how to fix it. The problem is that changing materials in Forge doesn't work after startup anymore, it only works in the first ~3 seconds or so (the materials were used to show the colors).
However, setting overlays works even after the first ~3 seconds, (showing overlays instead of materials to show the colors).
This is not what we want to achieve. This looks unoptimized, because overlays will be shown through everything.
The materials, however, seem to be 'locked', as in, they cannot be changed anymore after the first ~3 seconds. It seems like they aren't refreshed or something
In the examples, we found they used viewer.impl.invalidate(true) to refresh the Forge viewer, but that doesn't do anything after ~3 seconds.
We've also tried every combination of viewer.impl.invalidate(true, true, true) as well as setting material.needsUpdate to true, as well as trying to re-render the entire scene.
We also found this: https://github.com/mrdoob/three.js/issues/790, but we couldn't find a good way to do that in Forge, we tried viewer.requestSilentRender() but that didn't do anything either.
Anyway, we've tried everything we could come up with and could find online to make the materials work, but nothing made a difference.
We are looking to find someone that's more experienced with how Forge works that can see what the material code is doing wrong.
As for the content, here is all the code you will need to understand what is happening:
DROPBOX LINK
And here is a small part of the "index.html" file that sets the color:
try
{
viewer.restoreAllColorOverlays(); //for materials instead of overlays: viewer.restoreAllColorMaterials();
$.each(colors, function(color, selectionIds)
{
viewer.setColorOverlay(selectionIds, color); //for materials instead of overlays: viewer.setColorMaterial(selectionIds, color);
});
}
catch(error)
{
console.error(error);
}
I have no idea how you implement your app, so I only tell what I found in your codes. If you want to resolve the issue you addressed, you can consider providing a reproducible case demonstrating that, I will gladly pass it to our dev team. Those following items should be in the reproducible case:
A short exact description of what you are trying to achieve. The behavior you observe versus what you expect, and why this is a problem.
A complete yet minimal sample source model to run a test in.
A complete yet minimal Forge app that can be run and debugged with a simple procedure to analyze its behavior lives in the sample model.
A complete yet minimal pure three.js app that can be run and demonstrated the shader effect you want. Note. Forge Viewer is using r71 three.js.
Detailed step-by-step instructions for reproducing the issue, e.g. which element to pick, what command to launch etc.
If your reproducible case could not be posted here publicly, please send it to the forge.help#autodesk.com and remove sensitive data or information before you send.
=== Something I found in your codes:
I found here are some wrong types and missing actions in your ColorMaterial extension. The color property of an material should the a type of the THREE.Color. Here is my modification:
Autodesk.Viewing.Viewer3D.prototype.setColorMaterial = function(objectIds, color)
{
if( !(color instanceof THREE.Color) ) throw 'Invalid argument: Color';
var material = new THREE.MeshPhongMaterial
({
color: color,
opacity: 0.8,
transparent: true
});
viewer.impl.matman().addMaterial( 'ColorMaterial-' + new Date().getTime(), material, true );
// ...........
};
Its' result is here:
In the ColorOverlay extension, The type of material color property is also wrong, it should be a type of THREE.Color, too. Changing it into THREE.Color should work fine. In addition, overlay is covers on 3D objects, so you should call viewer.hide() with your setColorOverlay() together. Otherwise, it won't look like a transparent object.
Without hidding 3D object of the wall:
hide 3D object of the wall:
I have asked this question on the http://www.actionscript.org/ forums, I have yet to get a reply, so I will try here as well, I will copy the post from those forums, but please do tell me if I am missing any details out, posting it on the wrong forum on this website, or whether I should actually post it to another website.
The post is as follows:
I am fairly new to using action script 3.0, I am following a set of video tutorials for such.
I am using Adobe Flash Professional CC 2014, along with some extra elements, to create the main menu for a game using UDK(Unreal Development Kit), that I have in mind, to confirm, this is a test game, not intended for release, it will be free to try when I get various features implemented, a practice project.
So, I am using Scaleform and CLIK. When I run what I have so far, using the Scaleform launcher, everything works as intended, no errors are logged in the console. However, when I use the debugger and click on the 'Options' button on my main menu (it is the only button in frames 1-10, at the moment, under the 'mainMenuScreen' label that I have declared), I get the following error:
ArgumentError: Error #2109: Frame label default not found in scene default.
at flash.display::MovieClip/gotoAndPlay()
at scaleform.clik.controls::Slider/draw()[C:\UDK\UDK-2014-08\Development\Flash\AS3\CLIK\scaleform\clik\contr ols\Slider.as:273]
at scaleform.clik.controls::Slider/set value()[C:\UDK\UDK-2014-08\Development\Flash\AS3\CLIK\scaleform\clik\contr ols\Slider.as:156]
at MainMenu_fla::MainTimeline/frame10()[MainMenu_fla.MainTimeline::frame10:11]
at flash.display::MovieClip/gotoAndPlay()
at MainMenu_fla::MainTimeline/OpenGameplayOptionsScreen()[MainMenu_fla.MainTimeline::frame1:17]
I am not using a label known as 'default', nor do I have a scene called 'default' and also, as can be seen from the code for the button, I am not trying to go to (gotoAndPlay), 'default', I am trying to go to a label I have defined, known as 'gameplayOptionsScreen', the code is as follows:
import flash.events.MouseEvent;
/*Function
#Name: OpenGamePlayOptionsScreen
#Params: None
#Description: This function will make the scene go to the "gameplayOptionsScreen"
label, so that the components that will be on the screen will now be those under the
label of "gameplayOptionsScreen".
*/
function OpenGameplayOptionsScreen(evt : MouseEvent)
{
gotoAndPlay("gameplayOptionsScreen");
}
// Add an event listener to this button, so it can tell if it has been clicked on, // in this case:
optionsBtn.addEventListener("click", OpenGameplayOptionsScreen);
(The line above this one, is where the debugger highlights one of the places the error occurs)
stop(); // Stop the flash movie here
From what problems that the debugger has informed me of, it also seems to have a problem with the slider that appears in frame 10, the frame that the label, 'gameplayOptionsScreen', is assigned too.
But I am wondering why the error occurs, in regards to a call to 'gotoAndPlay("gameplayOptionsScreen");', as that is where I believe the error becomes existent from.
Please do tell me if you require more information to help me solve this problem that I am having, or do tell me if I have posted this in the wrong forum on this website, or if I have in fact posted this to the wrong website altogether and therefore, should be posting to Epic Games' forums instead.
Edit: I have redone the button, so that, it is now known as TestGameButton and DefaultButton is in my library too, as it was in the click components library, this component has been left unchanged this time. Using my new button still produces the same errors and even using the default button does as well. But removing the slider that the debugger also complains about that is displayed in frame 10, removes all the errors, so it seems to be a problem with the slider, I am not sure what though, I have tried putting in a new instance and naming it, but I get similar errors .
Never mind then, I don't mind if this question does not get any answers, I am moving onto UE4, which has much better systems in place for menus, for example, thanks for trying to help #CyanAngel though.
The program '[3188] Sprudelsuche.WP.exe' has exited with code -1073741819 (0xc0000005) 'Access violation'.
This is the last line in Output, before that I get
'Sprudelsuche.WP.exe' (CoreCLR: .): Loaded 'C:\windows\system32\en-US\mscorlib.debug.resources.dll'. Module was built without symbols.
[Caliburn.Micro.View] ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
at Caliburn.Micro.View.SetContentPropertyCore(Object targetLocation, Object view)
Effect is that app shows splash briefly, then closes immediately.
The application in question is on GitHub at https://github.com/christophwille/Sprudelsuche/blob/master/Source/Sprudelsuche.WP/App.xaml.cs - the reason I started trying DisplayRootView is that DisplayRootViewFor doesn't work with navigation later in the app (MainViewModel/NavigateTo: Output shows it is activating the new view model, but the view never comes up).
I use CM in a WP8 SL app with no issues whatsover. However, this has me stumped as I didn't deviate much from the CM samples in this very simple port. (btw, NavigateToViewModel exhibits the same issue)
Bootnote: I noticed a interesting tidbit in the source code for DisplayRootView - handling of the frame after navigation compared to DisplayRootViewFor. Also, in the Hub the convention based binding didn't work for me. I sure am doing something wrong...
look at your line of code in PrepareViewFirst(Frame rootFrame)
you have
protected override void PrepareViewFirst(Frame rootFrame)
{
container.RegisterNavigationService(this.RootFrame);
}
it probably should be
protected override void PrepareViewFirst(Frame rootFrame)
{
container.RegisterNaviationService(rootFrame);
}
then
DisplayRootView<MainView>();
should work just fine;
edit:
try moving PrepareViewFirst() method to the bottom of the Configure override. There are 2 PrepareViewFirst() methods one parameterized and the other not... use the un-param'd method in Configure(), comment out the call in OnLaunched();
In writing comments to mvermef's answer I started trying out copying code to a blank project / using a different view for startup. As this worked a-ok, my remark "binding doesn't work" reminded me that I tried a hell lot of different approaches to make it work, and lo and behold, one of those had remained in the source code:
<Hub Header="spritpreise">
<HubSection Header="SUCHE">
<DataTemplate>
<Grid caliburn:View.Model="{Binding}">
The AV crash was caused by the last line. Turning it back into a Grid without the CM-VM-binding made the app work. Funny though that this only crashes View-first, and not ViewModel-first.
I am using the Map control in Windows Phone 8.
I need to implement a page where user can select his location using the map control.
I am trying to know when the app was first manipulated by the user.
Some background info:
I saw that when the control is shown, it automatically centers the world map, and CenterChanged event is raised.
I am not able to understand how ManipulationStarted, ManipulationDelta and ManipulationCompleted work.
the first time I drag, ManipulationStarted is not called, only ManipulationCompleted.
I could consider the first manipulation by user as being the 2nd time the CenterChanged is fired.
But this is a hack or a guess, I am not happy not having a good understanding how it works.
The Map control intercepts and handles Manipulation events and as such you don't get all of them. Remember, once routed events are marked at e.Handled=true they no longer bubble up.
Depending on your Scenario WP8 exposes the UseOptimizedManipulationRouting property which might prove useful. Setting UseOptimizedManipulationRouting=false causes Map, Pivot and other controls to not swallow events for nested controls.
If that doesn't help, have a look at the following Nokia Wiki article where the author ran into the same problem as you did and used Touch.FrameReported to get out of it # http://www.developer.nokia.com/Community/Wiki/Real-time_rotation_of_the_Windows_Phone_8_Map_Control
I'm a AS3 developer but I'm not sure how can I trace this kind of messages in firebug as an info messsages.
I know that for an error I just need to inherit for an error but I'm not sure how can I trace this kind of messages.
This code:
trace("Hola")
will show "Hola" in Firebug, but I want the fancy Info icon at the beginning also the background of the line is blue.
Thanks for your help.
you can try https://addons.mozilla.org/en-US/firefox/addon/flashbug/
years ago I've used http://www.sephiroth.it/firefox/flashtracer/ not sure if anyone uses it still.
The trick is to use Debug version of flash player
In the case where you don't want to install the Flash Debug player (performance?), rather than using trace, route it to a Debug method that traces and logs to the console:
import flash.external.ExternalInterface;
var debug:Boolean = true;
function log(msg:String):void {
if ( debug ) {
trace(msg);
ExternalInterface.call('console.log',msg);
}
}
log('Hello World');
You should be able to throw that in a frame. If you're using class definitions, you'll have to interpret that code block as snippets.
Also note that in a browser that doesn't have console.log (like IE7) this will throw an error, so maybe you should test for console.log first and store the result in a global.
Notice the debug variable. When you want to turn debug logging off, just set debug to false. This is an overly simplified idea, but provides the basic concept.
Another way enhance this concept is to include a debug "window" if you will... really just a scrollable text box on top of everything else. This is helpful when dealing with devices that do not support logging, debug versions of flash or are just difficult to debug, e.g. mobile and AIR.