ArcGIS - Coordinate System Issue - gis

I'm having issue in Coordinate System.
Originally, My Coordinate System is set as:
Picture 01
When I add a shape file, I receive following error
Picture 02
Upon Clicking Transformations, Following Screen comes:
Picture 03
Upon Click OK, Still:
ArcMap Screen still remains Blank
as Follows:
Picture 04
Let me know how to resolve this Issue. Thanks

You may use
Data Frame Properties
to Resolve your Issue of Coordinate System as Mentioned inside the Screenshots

Related

Transform Edit2D Areas

I am using the Edit2D extension on an svf created from a 2D dwg file and have a question about transforms. The Autodesk.Edit2D.Polygon's that are created have a getArea() method which is great. However it's not in the correct unit scale. I tested one and something that should be roughly 230sf in size is coming back as about 2.8.
I notice that the method takes an argument of type Autodesk.Edit2D.MeasureTransform which I'm sure is what I need, however I don't know how to get that transform. I see that I can get viewer.model.getData().viewports[1].transform. However, that is just an array of 16 numbers and not a transform object so it creates an error when I try to pass it in.
I have not been able to find any documentation on this. Can someone tell me what units this is coming back in and/or how to convert to the same units as the underlying dwg file?
Related question, how do I tell what units the underlying DWG is in?
EDIT
To add to this, I tried to get all polylines in the drawing which have an area property. In this case I was able to figure out that the polyline in the underlying dwg was reporting its area in square inches (not sure if that's always the case). I generated Edit2D polygons based on the polylines so it basically just drew over them.
I then compared the area property from the polyline to the result of getArea() on the polygon to find the ratio. In this case it was always about 83 or 84 times smaller than the square foot value of the polyline it came from (there is some degree of error in my tracing system so I don't expect they would be exact at this point). However, that doesn't fit any unit value that I know of. So remaining questions:
What unit is this?
Is this consistent or do I need to look somewhere else for this scale?
Maybe you missed the section 3.2 Units for Areas and Lengths of https://forge.autodesk.com/en/docs/viewer/v7/developers_guide/advanced_options/edit2d-use/
If you use Edit2D without the MeasureExtension, it will display all coordinates in model units. You can customize units by modifying or replacing DefaultUnitHandler. More information is available in the Customize Edit2D tutorial.
and https://forge.autodesk.com/en/docs/viewer/v7/developers_guide/advanced_options/edit2d-customize/
BTW, we can get the DefaultUnitHandler by edit2dExt.defaultContext.unitHandler
Ok after a great deal of experimentation and frustration I think I have it working. I ended up looking direction into the js for the getArea() method in dev tools. Searching through the script, I found a class called DefaultMeasureTransform that inherits from MeasureTransform and takes a viewer argument. I was able to construct that and then pass it in as an argument to getArea():
const transform = new Autodesk.Edit2D.DefaultMeasureTransform(viewer);
const area = polygon.getArea(transform);
Now the area variable matches the units in the original cad file (within acceptable rounding error anyway, it's like .05 square inches off).
Would be nice to have better documentation on the coordinate systems, am I missing it somewhere? Either way this is working so hopefully it helps someone else.

gizmo based on Three.js is not visible

I created Forge viewer app w/ Transformation Extension based on GitHub sample "forge-extensions", for unknown reason, gizmo is not visible after I click on element, only very small yellow dot after zoom in, I believe it's element center point and gizmo size is too small, so my question is how to control it? in fact, all the coding is copied from that GitHub sample "forge-extensions", I must miss something simple!
Have you tried your code with different types of models, and does it behave the same for all of them? I believe it may have something to do with the scale of the particular model, especially when looking at these lines of code from the viewer extension:
_transformControlTx.setSize(
bbox.getBoundingSphere().radius * 5);
Try and put a breakpoint there, and see what the radius is. Or try adjusting the hard-coded value.

Get the fixture that was clicked on

There are several physical bodies of different shapes on the screen. I want to click on the screen to get a physical body(if of course the click fell on it). I have no problems with converting the coordinates from the screen to the world and checking whether I hit the round collider(I just go through the list of "circles" and check the distance from the "click" to its center, if it is more than the radius, then skip). But I'm having problems with other shapes. I can't use raycast, as it doesn't detect the fixture inside which its starting point is. It seems to me that I'm missing some built-in solution that I didn't notice in the documentation. Advance thanks
I found an answer. World.QueryAABB
documentation pic

Model orentation/view translating MAX files

GOAL:
Our goal is to load a translated .MAX file in perspective view.
WHAT HAPPENS: The translated .MAX files chooses the following view from the view selections inside 3ds Max, and loads the model in top viewport and top orientation:
SIMILAR QUESTION: A similar question has been asked, though there's a slight variation in our situation. We learned in that question that we can orient the starting view but our objective is to modify the main scene/view.
ONE SOLUTION: Is to manipulate the top/top view by rotating this view to have it look like a perspective view, and the model loads in seemingly a perspective view - but it still retrieves the top orientation, which results in wrong behavior when we navigate/orbit the model.
We would preferably have the viewer to pick the lower right view from the viewport selection illustrated above (perspective) - as we have found it will choose the upper left view (top/top) every time. We've tried to change this view from "top" to perspective and saved a new "home"-state on the view cube, like this:
But it still sets the view and orientation to top. Any guidance would be highly appreciated.
To have a control on what view will be set as default/home view when opening a translated .max file, in 3ds Max follow these steps:
Remove all cameras from the scene, if any.
Select the perspective view, rotate, pan, zoom, in other words position the view as you wish, then press Ctrl+C to create a Physical Camera From View.
Select the Front View, go to Create -> Cameras -> Free Camera and click on Front View (anywhere) to create the Free Camera.
Now if you translate the .max file with this setup, the Camera you create at step 2 will be set as the default/home view.
I just finished writing a blog post on this trick. You can find it here.

Weird!! How to read mask info from an SWF file?

recently i am research to build some tools like GAF
and i'm stuck by MovieClip's mask
as the image you can see ,it's an very simple start masked by an rectangle.
i try to get those mask info from code , but got nothing. i wactch the startMc from FlashBuilder,the mask info is null
but, when i export the same MovieClip by GAF tools, it's read the mask info perfectly
so, any clue how they did this?
thanks!
From what I see, I assume that "childMc" is the star object which is on the "Start" layer and you have another layer with the mask; and both layers are on the main timeline. Try moving the mask inside the "childMc" and see if you can get the mask info.