how to change a CesiumJS viewer's baselayer url - cesiumjs

i am using a CesiumJS instance to display a base map of the earth using a imageryProvider from source A.
var viewer = new Cesium.Viewer('cesiumContainer', imageryProvider:providerA);
Now while using the Viewer I would like to be able to change this map to get images from providerB at a certain event.
I tried:
viewer.scene.imageryLayers.get(0).imageryProvider.url = providerB.url
However that does not seem to work and also feels quite like hack anyway.
I could not find anything in Cesium's documentation .
Is this at all possible without restarting / recreating the viewer instance?
I know that there is a Cesium.BaseLayerPicker (https://cesium.com/docs/cesiumjs-ref-doc/BaseLayerPicker.html)
However I do not see what method this picker calls on "select" )
Thanks a lot.

The BaseLayerPicker widget calls this code when the user selects a new layer.
There's a lot of boilerplate widget management in that block of code, but for your sake, only a couple of the lines are critical. First, the old existing active imagery layer is searched for, and removed:
imageryLayers.remove(layer);
Then, a new imagery provider is constructed and added at index 0, the first position, which is the base imagery layer:
imageryLayers.addImageryProvider(newProviders, 0);

You can directly change the URL of the provider but you should also change appropriate parameters("layers" in case of WMS, "layer", "style", "format", "tileMatrixSetID " ... in case of WMTS) depending on the type of provider(WMS or WMTS).

Related

load 2D & 3D forge viewers in single web page

I would like to link between elements from the 2D sheet and 3D model, so when I select the element from 2D it should reflect and select (isolate) in the 3D also if I change the color it does the same on both e.g. and the other way around.
so I can use the document browser extensions to open the 2d sheet on 1st viewer and the 3d model on the 2nd viewer:
const firstModel = new Autodesk.Viewing.Private.GuiViewer3D(document.getElementById('MyViewerDiv1'));
const secondModel = new Autodesk.Viewing.Private.GuiViewer3D(document.getElementById('MyViewerDiv2'));
Autodesk.Viewing.Initializer(options1, function() {
viewer1.start();
viewer1.load(...);
});
Autodesk.Viewing.Initializer(options2, function() {
viewer2.start();
viewer2.load(...);
});
if the example above is correct I am still missing how to links both viewers.
I hope someone could help me with this issue
Note that we have a viewer extension that might already give you what you're looking for: https://github.com/Autodesk-Forge/forge-extensions/blob/master/public/extensions/NestedViewerExtension/README.md.
If you want to implement the cross-selection between two viewer instances yourself, you can. Just subscribe to the SELECTION_CHANGED event in one of the viewers, get the selected IDs, and select the same IDs in the other viewer using the usual viewer.select([...]); method.
Btw. regarding your code snippet:
the Autodesk.Viewing.Initializer only needs to be called once per the entire webpage
the Autodesk.Viewing.Private.GuiViewer3D instances should be created after the initializer has done its work

Changing materials in Forge

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:

Corona use object properties from Tiled layers

I am new to Lua scripting, and game development. So please I am just a noob in Lua.
I have searched the net for solutions to my problems, without any luck.
I use Photoshop, Corona, Dusk, json and Tiled on windows7.
I am creating a "board" like game, i.e. Setlers. I am using a world map, as the background. The background image of the game area is a world map (world.png file). I have no problem here.
I would like to create transparrent clickable objects matching the countrys borders on my gamemap with all parameters and values (I have added in Tiled) stored in the object. So When the player clicks on the country the transparrent object (on top of the map) is the one clicked and an eventlistener acts on the click.
In Tiled I can create all the objects I need, naming them + assigning parameters and other values.
If I add object.alpha value in Tiled, the alpha value is passed on to corona and working there.
How can I read these data from the json/tmx file in Corona and adding them to a lua table?
The way I am thinking to use the Tiled map and its objects, is to create one polyline trace of each country’s border (creating one object per country). Then place each “country traced object” on top of the world.png map, also naming the object with the countrys name like “object.name = TileBritannia” and also the other properties for use in game.
My problem is getting the objects info, like object.name, and an eventlistener reacting to a click on the object.
Is a polyline the right way to create a clickable area on a map, when I use a png file as a background image?
What is the best way to create a country border objects, in one layer or with all countries as individual object layers in Tiled.
Can I create one layer with sub objects and still access them in my code?
How do I get the object name and other properties, set in Tiled.
When I try to use the (local britannia = tiledMap:load("britannia.json")) the "load" is not working, getting a nil value.
I am looking for a code that will extract/get/read the object.name i.e. “objBritannia” or "TileBritannia". from the json/tmx file.
When I try to read the different parameters from the json file, I don't get the result I expect. I get the result = function: 046A73B0, was hoping for an object name of some sort.
Please provide links to or code example.
I have edited the question.
Thanks
For questions 1 and 2: I have not used Tiled, but based on Corona Tiled, you have the right strategy in mind. That page makes me think that you can just use tap event listener to detect tap. If you are having issues with the example on that web page, please update your question to be more specific. If tap event handling doesn't work (maybe you're talking about a different Tiled lib), look a Polygon fill and Point in Polygon detection, because that's basically what you need to do. Try some stuff from there. If it still doesn't work for you, then update your question with specifics otherwise it will be likely get closed (it is a little too broad as it is).
For #3, Lua is a dynamic language that supports adding properties to objects in one line. So upon the example on the Corona Tiled page, all you would have to do is
tiledMap = require("tiled")
local britannia = tiledMap:load("britannia.json")
britannia.name = "Britannnia"
local Zulu = tiledMap:load("zulu.json")
zulu.name = "zulu"
Naturally you will probably have a whole bunch so you will create a function that you call for each tile. It's not clear what map.layer["objBritannia "].nameIs("TileBritannia") is supposed to do so I can't comment.

Google Maps IOS SDK 1.2 need snapshot of map view

In 1.1, the GMSScreenshot class provided a rudimentary way to get a snapshot of the entire screen into a UIImage. In 1.2, the class is missing, and in the release notes, it says this:
Calling renderInContext: on the GMSMapView layer now renders correctly;
this allows for snapshots and UI effects
Unfortunately, I'm not finding this to be the case. Typically renderInContext: does not work on Open GL drawing, but I figured I'd take a shot anyway (it didn't work). Has anyone been successful in getting a (preferred) view or screen snapshot?
I am able to take a screenshot. Here is the code I use:
UIGraphicsBeginImageContext(mapView_.frame.size);
[mapView_.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *screenShotImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
I do not call this straight after I create the map as it can take some frames for the map to render.

Retrieving all address information along Google Maps route

I am developing an Windows Forms application using VB.NET that offers the user to lookup addresses on Google Maps through a Web Browser. I can also successfully show the directions between two points to the user, as well as allow the user to drag the route as he/she pleases. My question now is - is it possible for me to get the lattitude/longitude information of the route, i.e. the overview_polyline array of encoded lattitude/longitude points and save it to e.g. a text file on my computer? Or is it possible to get a list of all the addresses located both sides of the route over the entire length of the route, and then save the data to a file on my computer? I'm using HTML files to access and display the Google Maps data in the Web Browser item.
Thank you
This is actually pretty simple if your just looking for the screen coordinates.
// this probably should be in your form initialization
this.MouseClick += new MouseEventHandler(MouseClickEvent);
void MouseClickEvent(object sender, MouseEventArgs e)
{
// do whatever you need with e.Location
}
if your strictly looking for the point in the browser, you need to consider the functions
browser.PointToClient();
browser.PointToScreen();
So, this method is usable if you know exactly where your form is (easy to get its coords) and where you webbrowser control is (easy to get coords of this as well since it's just a control in your form) and then, as long as you know how many pixels from the left or right, and from the top or bottom the image will be displayed, once you get the global mouse click coords (which is easy) you can predict where it was clicked on the image.
Alternatively, there are some scarier or uglier ways to do it here...
You can use the ObjectForScripting property to embed code to do this in the webbrowser. It's ugly to say the least. MSDN has some documentation on the process here: http://msdn.microsoft.com/en-us/library/system.windows.forms.webbrowser.objectforscripting.aspx
Because its really ugly, maybe a better solution is to use AxWebBrowser - it's ugly too but not so scary.
In addition, I found this post of someone wanting to do it on a pdf document, and a MSFT person saying its not possible, but really what he is trying to say is that it isn't built in, even with a pdf document its still possible to predict with high to certain accuracy where it was clicked if you use the first method i described. Here is the post anyway: http://social.msdn.microsoft.com/Forums/en/csharpgeneral/thread/2c41b74a-d140-4533-9009-9fcb382dcb60
However, it is possible, and there are a few ways to do it, so don't get scared from that last link I gave ya.
Also, this post may help if you want to do it in javascript:
http://www.devx.com/tips/Tip/29285
Basically, you can add an attribute on the image through methods available in the webbrowser control, you can add something like onclick="GetCoords();" so when it is clicked, the JavaScript function will get the coords, and then you can use javascript to place the values in a hidden input field (input type="hidden") which you can add through the webbrowser control, or if there is one already on the page, you can use that. So, once you place the coords using javacript into that input field, you can easily grab the value in that using the webbrowser control, eg:
webbrowser1.document.getElementById("myHiddenInputField").value
That will get the value in that field, which you've set through JavaScript. Also, the "GetCoords()" function i mentioned is called SetValues() in the javascript method link i provided above (in the devx.com site) but I named it GetCoords because it makes more sense and didn't want to confuse you with the actual name they used, you can change this to any name you want of course. Here is the javascript they were using, this only gets the coords into a variable, doesn't put it into a hidden input field, we will need to do that in addition (at the end of the javascript SetValues/GetCoords function).
function SetValues()
{
var s = 'X=' + window.event.clientX + ' Y=' + window.event.clientY ;
document.getElementById('divCoord').innerText = s;
}
These guys are just saving it inside a div element, which is visible to users, but you can make the div invisible if you want to use a div field, there is no advantage or disadvantage in doing that, you would just need to set the visible property to false using javascript or css, but still, it is easier to use a hidden input field so you don't need to mess with any of that.
Let me know how you get along.