How do you render a line markup with the Markups Extension? - autodesk-forge

I previously asked question about if there was a programatic way to render markups with the markups extension. This worked, or at least, for text markups! Now I am trying to do the same thing with line markups; however, I am stuck with one issue. How do you add the locations to the markup? I have an array of locations that I am trying to assign to it, but there doesn't seem to be a function, and when I try to directly assign locations with markup.location = [etc], for some reason it changes all the numbers to infinity.
So, how can I assign the location array to the markup?
This is how I am loading them:
let MarkupsCore = Autodesk.Viewing.Extensions.Markups.Core;
let line = new MarkupsCore.MarkupFreehand(25, markupTool); //eslint-disable-line
line.locations = [{x: 2, y: 3}]; //something like this
markupTool.addMarkup(line);
line.setSize({ x: markup.x, y: markup.y}, markup.width, markup.height);
line.updateStyle(true);

The MarkupFreehand cannot be used directly, it should be replaced by EditModeFreehand. It's also not easy to archive your request, to create a line markup, in a few codes. Here is the code snippet I used to create a line markup with the MarkupCore extension:
function createLineStartPt( mousePosX, mousePosY, editor ) {
const editMode = markup.editMode;
editor.snapper && editor.snapper.clearSnapped();
editMode.lastX = editMode.initialX = mousePosX;
editMode.lastY = editMode.initialY = mousePosY;
//set the starting point
const position = editMode.position = editor.clientToMarkups( mousePosX, mousePosY );
editMode.movements = [position];
const size = editMode.size = editor.sizeFromClientToMarkups( 1, 1 );
// Create pen.
editor.beginActionGroup();
const markupId = editor.getId();
const createPen = editMode.createPen( markupId, position, size, 0, [{x: 0, y: 0 }] );
createPen.execute();
editMode.createAbsolutePath( position );
editMode.selectedMarkup = editor.getMarkup( markupId );
editMode.creationBegin();
}
function createLineEndPt( mousePosX, mousePosY, editor ) {
const editMode = markup.editMode;
const selectedMarkup = editMode.selectedMarkup;
if( !selectedMarkup || !editMode.creating )
return;
const movements = editMode.movements;
const location = editor.clientToMarkups( mousePosX, mousePosY );
const dx = editMode.lastX - mousePosX;
const dy = editMode.lastY - mousePosY;
const moveTol = 25; // 5^2, compare to square to avoid using square root of distance
if( movements.length > 1 && (dx*dx + dy*dy) < moveTol ) {
movements[movements.length - 1] = location;
editMode.removeFromAbsolutePath( 1 );
} else {
movements.push( location );
editMode.lastX = mousePosX;
editMode.lastY = mousePosY;
}
editMode.addToAbsolutePath([location]);
const appendPen = editMode.setPen( editMode.position, editMode.size, editMode.absolutePath, true );
appendPen.execute();
}
function endLineDrawing( editor ) {
const editMode = markup.editMode;
if( !editMode.creating )
return editMode.creationEnd();
let movements = editMode.movements;
const cameraWidth = editMode.viewer.impl.camera.right - editMode.viewer.impl.camera.left;
const cameraHeight = editMode.viewer.impl.camera.top - editMode.viewer.impl.camera.bottom;
const cameraDiagSq = cameraWidth * cameraWidth + cameraHeight * cameraHeight;
movements = Autodesk.Viewing.Extensions.Markups.Core.Utils.simplify( movements, cameraDiagSq * 0.00000001, true );
const xs = movements.map(function(item) { return item.x });
const ys = movements.map(function(item) { return item.y });
const l = Math.min.apply(null, xs);
const t = Math.min.apply(null, ys);
const r = Math.max.apply(null, xs);
const b = Math.max.apply(null, ys);
const width = r - l; // Already in markup coords space
const height = b - t; // Already in markup coords space
const position = {
x: l + width * 0.5,
y: t + height * 0.5
};
const size = editMode.size = {x: width, y: height};
// Adjust points to relate from the shape's center
const locations = movements.map(function(point){
return {
x: point.x - position.x,
y: point.y - position.y
};
});
const endPen = editMode.setPen( position, size, locations, false );
endPen.execute();
editMode.creationEnd();
}
Then call them in this way:
// Load the extionsion
let markup;
viewer.loadExtension( 'Autodesk.Viewing.MarkupsCore' )
.then(function( markupsExt ) {
markup = markupsExt;
});
// Enter markup editer mode and change it to freehand mode
markup.enterEditMode();
const freehand = new Autodesk.Viewing.Extensions.Markups.Core.EditModeFreehand( markup );
markup.changeEditMode( freehand );
// Create start point of the line
createLineStartPt( 360.03125, 191.3125, markup );
// Create end point of the line
createLineEndPt( 460.03125, 191.3125, markup );
// Tell the markup tool to finish drawing
endLineDrawing( markup );
Here is the result of the above codes:
Note. All mousePos prefixed variables are coordinates in the client coordinate system in the browser viewport, see below link for details. After getting the mosue's clientX or clientY, you have to minus markup.svg.getBoundingClientRect() to adjust their values.
https://developer.mozilla.org/en-US/docs/Web/CSS/CSSOM_View/Coordinate_systems#Client
Hope it helps!

Related

Different behavior of matter.js-animated objects in Firefox and Chrome (animation)

I have this fairly simple physics simulation where I animate the left / right positions using matter.js. it's online, under "every.bot".
The code that does it is
const { Engine, Render, Runner, World, Bodies } = Matter;
const engine = Matter.Engine.create({enableSleeping: true});
const iconWidth = 120
// Create 3 HTML elements and add them to the canvas
const element1 = document.createElement("img");
element1.src = "IMG/icon_it.png"
element1.style.width = `${iconWidth}px`
element1.style.height = `${iconWidth}px`
element1.style.position = "absolute"
document.getElementById("canvas").appendChild(element1)
const element2 = document.createElement("img");
element2.src = "IMG/icon_webdev.png";
element2.style.width = `${iconWidth}px`
element2.style.height = `${iconWidth}px`
element2.style.position = "absolute";
document.getElementById("canvas").appendChild(element2);
const element3 = document.createElement("img");
element3.src = "IMG/icon_3d.png";
element3.style.width = `${iconWidth}px`
element3.style.height = `${iconWidth}px`
element3.style.position = "absolute";
document.getElementById("canvas").appendChild(element3);
const body = document.getElementById("body")
const base = Matter.Bodies.rectangle(body.offsetWidth, canvas.offsetHeight, body.offsetWidth*2, 6, {
isStatic: true
})
const wallL = Matter.Bodies.rectangle(0, canvas.offsetHeight, 6, body.offsetHeight, {
isStatic: true
})
const wallR = Matter.Bodies.rectangle(body.offsetWidth, canvas.offsetHeight, 6, body.offsetHeight, {
isStatic: true
})
console.log(body.offsetWidth)
// Create 3 matter.js bodies for the HTML elements and add them to the engine
const body1 = Matter.Bodies.rectangle(((canvas.offsetWidth/2)-iconWidth/2)+Math.floor(Math.random() * 241) - 120, 0, iconWidth, iconWidth);
const body2 = Matter.Bodies.rectangle(((canvas.offsetWidth/2)-iconWidth/2)+Math.floor(Math.random() * 241) - 120, 150, iconWidth, iconWidth);
const body3 = Matter.Bodies.rectangle((canvas.offsetWidth/2)-iconWidth/2, 300, iconWidth, iconWidth);
const friction = 0.9
const airFriction = 0.5
body1.friction = friction
body2.friction = friction
body3.friction = friction
body1.airFriction = airFriction
body2.airFriction = airFriction
body3.airFriction = airFriction
Matter.World.add(engine.world, [body1,body2,body3,base,wallR,wallL]);
// Run the engine
Matter.Runner.run(engine);
// Update the position of the HTML elements based on their matter.js bodies
Matter.Events.on(engine, "afterUpdate", function() {
const element1PosX = body1.position.x-iconWidth/2
const element2PosX = body2.position.x-iconWidth/2
const element3PosX = body3.position.x-iconWidth/2
const element1PosY = body1.position.y-iconWidth/2
const element2PosY = body2.position.y-iconWidth/2
const element3PosY = body3.position.y-iconWidth/2
element1.style.left = element1PosX + "px";
element1.style.top = element1PosY + "px";
element2.style.left = element2PosX + "px";
element2.style.top = element2PosY + "px";
element3.style.left = element3PosX + "px";
element3.style.top = element3PosY + "px";
});
I know I shoud DRY up this bunch, but I'm almost afraid to lose the bug that I'm about to report, which is absolutely blowing my mind:
The objects behave almost normal on Chrome in Full-HD. But when I set the Browser to fullscreen (F11), they start bouncing around after impacts, oscillating weirdly.
This in itself is strange. But what's even weirder is that the behavior on FF is the complete opposite! If I set it to fullscreen, objects behave normally. In normal mode, they bounce around like in Chrome, fullscreen mode.
I'm on PC. Have I found a glitch in the matrix? Don't tell me I need to understand the inner workings of browsers just to use a physics sim.... πŸ€¦β€β™‚οΈ

How to check if the model out of the viewer container?

I made an info card and this card will disappear if the viewer is rotated until the model is not visible. I use isNodevisible but it always returns true.
updateInfoCard() {
if (this.infoCard && this.posModel) {
const pos = this.viewer.worldToClient(this.posModel);
console.log(pos);
this.infoCard.style.left = `${Math.floor(
50 + pos.x - this.infoCard.offsetWidth / 2
)}px`;
this.infoCard.style.top = `${Math.floor(
50 + pos.y - this.infoCard.offsetWidth / 2
)}px`;
const id = this.infoCard.dataset.id;
console.log(this.viewer.isNodeVisible(id));
this.infoCard.style.display = this.viewer.isNodeVisible(id)
? "block"
: "none";
}
}
If I understand your question correctly, you'll probably want to do an intersection test between the camera's frustum and the models's bounding box. That can be done like so:
viewer.addEventListener(Autodesk.Viewing.CAMERA_CHANGE_EVENT, function () {
if (!viewer.model) {
return;
}
const camera = viewer.getCamera();
const matrix = new THREE.Matrix4().multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
const frustum = new THREE.Frustum().setFromMatrix(matrix);
const bbox = viewer.model.getBoundingBox();
console.log('Model in the view?', frustum.intersectsBox(bbox));
});
And if you only want to check the visibility of a specific element (based on its dbID) of your model, you can compute its bounding box like so:
function objectBounds(model, dbId) {
const tree = model.getInstanceTree();
const frags = model.getFragmentList();
const objectBounds = new THREE.Box3();
tree.enumNodeFragments(dbId, function (fragId) {
const fragBounds = new THREE.Box3();
frags.getWorldBounds(fragId, fragBounds);
objectBounds.union(fragBounds);
}, true);
return objectBounds;
}
The function isNodeVisible returns the visibility status of your node in the scene. If you do something like this.viewer.hide(id, model) your function will return false.
If I well understood what you want to achieve, you want to hide an info card when the associated object is occluded by others objects, so we can't see it from our point of view ?
So I think what you need is to check for occlusion. You can take a look at the checkOcclusion function of this point cloud markup extension made by Philippe Leefsma.
To check for node occlusion, you basically need to raycast from your point of view to the node that you want to check. If you hit something and it's your node, there is no occlusion. If it's not the same node, it's mean that something occlude your node.
checkOcclusion (markup) {
const clientPoint = this.viewer.worldToClient(
markup.point)
const offset = $(this.viewer.container).offset()
const rayCaster = this.pointToRaycaster(
this.viewer.impl.canvas,
this.viewer.impl.camera, {
x: clientPoint.x + offset.left,
y: clientPoint.y + offset.top
})
const hitTest = this.viewer.model.rayIntersect(
rayCaster, true, this.dbIds)
if (hitTest) {
if (hitTest.fragId === markup.fragId) {
const offset = {
x: hitTest.point.x - markup.point.x,
y: hitTest.point.y - markup.point.y,
z: hitTest.point.z - markup.point.z
}
const dist = Math.sqrt(
offset.x * offset.x +
offset.y * offset.y +
offset.z * offset.z)
if (this.options.logOcclusionDist) {
console.log(dist)
}
if (dist < this.options.occlusionDist) {
return false
}
}
return true
}
}

Please tell me how to appear markup near a specific 2D object in Forge Viewer

I am developing HTML + JS using the forge viewer of Autodesk-forge.
I am looking for a way to display text near a specific object in 2D on the viewer.
Please let me know if there is a fix for the code below, or any other way to do it.
What I tried and result
I practiced the contents of the following article
https://adndevblog.typepad.com/technology_perspective/2020/12/forge-viewer-markup-along-dbid.html
The markup could be displayed on the 3D model as expected.
However, it was not possible to set the markup position on the 2D model.
Code (excerpt)
Calling part
viewer.addEventListener(Autodesk.Viewing.OBJECT_TREE_CREATED_EVENT, () => {
createMarkUp(viewer, {
icons: [
{ dbId: 11146, label: 'γ‚³γƒ‘γƒ³γƒˆγ‚γ‚Š', css: 'iconWarning fas fa-exclamation-triangle fa-2x
faa-flash animated' },
],
onClick: (id) => {
viewer.select(id);
}
});
});
γ€€γ€€Logic part
γ€€γ€€
function createMarkUp(viewer, options) {
let _group = null;
let _button = null;
let _icons = options.icons || [];
let _frags = null;
viewer._enabled = true;
load();
showIcons(true);
function load() {
const updateIconsCallback = () => {
if (viewer._enabled) {
updateIcons();
}
};
viewer.addEventListener(Autodesk.Viewing.CAMERA_CHANGE_EVENT, updateIconsCallback);
viewer.addEventListener(Autodesk.Viewing.ISOLATE_EVENT, updateIconsCallback);
viewer.addEventListener(Autodesk.Viewing.HIDE_EVENT, updateIconsCallback);
viewer.addEventListener(Autodesk.Viewing.SHOW_EVENT, updateIconsCallback);
return true;
}
function showIcons(show) {
const $viewer = $('#' + viewer.clientContainer.id + ' div.adsk-viewing-viewer');
// remove previous...
$('#' + viewer.clientContainer.id + ' div.adsk-viewing-viewer label.markup').remove();
if (!show) return;
// do we have anything to show?
if (_icons === undefined || _icons === null) return;
// do we have access to the instance tree?
const tree = viewer.model.getInstanceTree();
if (tree === undefined) { console.log('Loading tree...'); return; }
const onClick = (e) => {
if (options.onClick)
options.onClick($(e.currentTarget).data('id'));
};
_frags = {}
for (var i = 0; i < _icons.length; i++) {
// we need to collect all the fragIds for a given dbId
const icon = _icons[i];
_frags['dbId' + icon.dbId] = []
// create the label for the dbId
const $label = $(`
<label class="markup update" data-id="${icon.dbId}">
<span class="${icon.css}"> ${icon.label || ''}</span>
</label>
`);
$label.css('display', viewer.isNodeVisible(icon.dbId) ? 'block' : 'none');
$label.on('click', onClick);
$viewer.append($label);
// now collect the fragIds
tree.enumNodeFragments(icon.dbId, function (fragId) {
_frags['dbId' + icon.dbId].push(fragId);
updateIcons(); // re-position of each fragId found
});
}
}
function getModifiedWorldBoundingBox(dbId) {
const fragList = viewer.model.getFragmentList();
const nodebBox = new THREE.Box3();
// for each fragId on the list, get the bounding box
for (const fragId of _frags['dbId' + dbId]) {
const fragbBox = new THREE.Box3();
fragList.getWorldBounds(fragId, fragbBox);
nodebBox.union(fragbBox); // create a unifed bounding box
}
return nodebBox
}
function updateIcons() {
for (const label of $('#' + viewer.clientContainer.id + ' div.adsk-viewing-viewer .update'))
{
const $label = $(label);
const id = $label.data('id');
// get the center of the dbId (based on its fragIds bounding boxes)
const pos = viewer.worldToClient(getModifiedWorldBoundingBox(id).center());
// position the label center to it
$label.css('left', Math.floor(pos.x - $label[0].offsetWidth / 2) + 'px');
$label.css('top', Math.floor(pos.y - $label[0].offsetHeight / 2) + 'px');
$label.css('display', viewer.isNodeVisible(id) ? 'block' : 'none');
}
}
γ€€}
Constitution
γ€€γ€€HTML+JS
Unfortunately, the code above cannot be applied to 2D drawings as those use a different internal data structure.
With that said, you should still be able to achieve what you want because the Viewer APIs provide some utilities for 2D designs as well. For example, based on this blog post, you can obtain the bounding box of a specific element in your 2D drawing like so:
function getBounds2D(viewer, model, dbId) {
const frags = model.getFragmentList();
let bounds = new THREE.Box3();
let boundsCallback = new Autodesk.Viewing.Private.BoundsCallback(bounds);
let fragIds = frags.fragments.dbId2fragId[dbId]; // Find all fragments including this object's primitives
if (!Array.isArray(fragIds)) {
fragIds = [fragIds];
}
for (const fragId of fragIds) {
// Get the actual mesh with all geometry data for given fragment
const mesh = frags.getVizmesh(fragId);
const vbr = new Autodesk.Viewing.Private.VertexBufferReader(mesh.geometry, viewer.impl.use2dInstancing);
vbr.enumGeomsForObject(dbId, boundsCallback); // Update bounds based on all primitives linked to our dbId
}
return bounds;
}
This will return a THREE.Box3 structure defining the extent of the 2D primitive. From there, you could grab the center of the bounding box, project it to screen coordinates, and use the screen coords to position your HTML overlay elements, for example:
const bounds = getBounds2D(viewer, viewer.model, someDbId);
const coords = viewer.worldToClient(bounds.center());
$label.css('left', Math.floor(coords.x + 'px');
$label.css('top', Math.floor(coords.y + 'px');

How can I assign dynamic data from service via subscribe to doughnut chart in angular?

how can I dynamically assign data to doughnutchartdata. how can I link data coming from service file via subscribe method on ngOnIt to doughnutchartdata. so that I can link multisetdata to one coming dynamically without hardcoding it
Can I also show that data in center dynamically by linking to ctx.fillText
my .ts file
public doughnutChartLabels: Label[] = ['Download Sales', 'In-Store Sales', 'Mail-Order Sales'];
public doughnutChartData: MultiDataSet = [
];
radius = length * Math.SQRT2 / 2;
colors= [
{
backgroundColor: [
'#E6B01C',
'#1454A3',
'#22C3BD',
'yellow'
]
}
];
public doughnutChartType: ChartType = 'doughnut';
public doughnutChartPlugins: PluginServiceGlobalRegistrationAndOptions[] = [{
beforeDraw(chart) {
const ctx = chart.ctx;
const txt = '26';
//Get options from the center object in options
const sidePadding = 60;
const sidePaddingCalculated = (sidePadding / 100) * (this.radius * 2)
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
const centerX = ((chart.chartArea.left + chart.chartArea.right) / 2);
const centerY = ((chart.chartArea.top + chart.chartArea.bottom) / 2);
//Get the width of the string and also the width of the element minus 10 to give it 5px side padding
const stringWidth = ctx.measureText(txt).width;
const elementWidth = (this.radius * 2) - sidePaddingCalculated;
// Find out how much the font can grow in width.
const widthRatio = elementWidth / stringWidth;
const newFontSize = Math.floor(30 * widthRatio);
const elementHeight = (this.radius * 2);
// Pick a new font size so it will not be larger than the height of label.
// const fontSizeToUse = Math.min(newFontSize, elementHeight);
// ctx.font = fontSizeToUse + 'px Arial';
ctx.fillStyle = 'blue';
// Draw text in center
ctx.fillText('26', centerX, centerY);
}
}];
constructor(private roleService:RoleDashboardService) { }
ngOnInit() {
this.roleService.getWidget).subscribe((data)=>{
console.log(data)
this.doughnutChartData
console.log(this.doughnutChartData)
})
}
// events
public chartClicked({ event, active }: { event: MouseEvent, active: {}[] }): void {
console.log(event, active);
}
public chartHovered({ event, active }: { event: MouseEvent, active: {}[] }): void {
console.log(event, active);
}
Depends on what backend you use. For example, if u obtain data through php from mysql you would use the below:
array1=[];
array2=[];
//api call on backend
this.http.get('http://localhost/angular9/chartData.php').subscribe(data => {
//create array and push the data
this.array1.push(data);
//assign this array to another arraya and map it
this.array2 = this.array1[0].map(function(item, keys) {
var mixarrayy = Object.keys(item).concat(Object.values(item));
return mixarrayy;
});

How to get coordinates i.e vertices from an object

I am trying to get geometry data one element at a time such as vertices.
What I tried so far:
fragproxy = viewer.gui.impl.getFragmentProxy(model,fragid) gives me some kind of geometry, but not any vertices, which I can access by dbId
frags = viewer.gui.model.getFragmentList() gives me a fragId to dbId map but no no connection from dbId to geometry
Does anyone know a method to get the geometry with the vertices ?
The positions value of the following code snippets is the vertices what you want.
function getLeafFragIds( model, leafId ) {
const instanceTree = model.getData().instanceTree;
const fragIds = [];
instanceTree.enumNodeFragments( leafId, function( fragId ) {
fragIds.push( fragId );
});
return fragIds;
}
function getComponentGeometry( viewer, dbId ) {
const fragIds = getLeafFragIds( viewer.model, dbId );
let matrixWorld = null;
const meshes = fragIds.map( function( fragId ) {
const renderProxy = viewer.impl.getRenderProxy( viewer.model, fragId );
const geometry = renderProxy.geometry;
const attributes = geometry.attributes;
const positions = geometry.vb ? geometry.vb : attributes.position.array;
const indices = attributes.index.array || geometry.ib;
const stride = geometry.vb ? geometry.vbstride : 3;
const offsets = geometry.offsets;
matrixWorld = matrixWorld || renderProxy.matrixWorld.elements;
return {
positions,
indices,
offsets,
stride
};
});
return {
matrixWorld,
meshes
};
}
var meshInfo = getComponentGeometry( viewer, 1234 );
Since this information of the Forge fragment is stored in a flatten storage, please check the demo extension Autodesk.ADN.Viewing.Extension.MeshData.js if you want to rebuild the meshing relationship.
Hope it helps!