In any of the Cesium sandcastle examples with entities, clicking an entity shows a green square reticle type thing.
My question is, what is it? I want to implement something that behaves similarly but can't find anything about it in the code base or the documentation.
Note: I have disabled the selection widget in my application.
You can see the reticle thing I am talking about in the attached photo.
You mention:
Note: I have disabled the selection widget in my application.
I'm guessing you have a typo or something, because that green reticle is indeed the SelectionIndicator. It can be disabled by setting a constructor option on the Cesium.Viewer, namely:
var viewer = new Cesium.Viewer('cesiumContainer', {
selectionIndicator: false
});
Check your code to see if you really set this option correctly in the constructor.
After the viewer is constructed, it's a bit late to try to turn it off, since it binds into events generated by viewer.selectedEntity changing values. By default, the selectedEntity gets the SelectionIndicator unless the viewer was constructed without one.
Related
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 🙂
How do i set the theming of components of a model which is hidden:
If i not using the hideModel function everthing is working perfect, but if the model is hided i get an error 2 => BAD_DATA = 2,
this.viewerComponent.viewer.hideModel(this.viewerComponent.viewer.model);
The following things i already tried out:
this.viewerComponent.viewer.getHiddenModels()[0].setThemingColor(idArray[0], color, true);
this.viewerComponent.viewer.setThemingColor(idArray[0], color, this.viewerComponent.viewer.getHiddenModels()[0]);
This is not working for sure, since the model of the viewer will be null after hiding
this.viewerComponent.viewer.setThemingColor(idArray[0], color, this.viewerComponent.viewer.model());
Viewer Version 7
Thanks for help
Unfortunately, viewer.hideModel is a bit of a misnomer because it doesn't just hide the model, it actually unloads it. If you want to hide the model while still keeping all its data in memory, you might be able to achieve a similar result by calling viewer.hide(viewer.model.getRootId()). This will hide (or "ghost", if you have "ghosting" enabled; see below) the individual elements of the model while still keeping them in memory, so you can still configure properties like the theming color.
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 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
Since flex memory management is poor, objects once instantiated dont die very easily (even when they go out of scope), one would need to check on various properties of components. I am using one such thing to know if the screen (which is a display object) is in current view. For this I am turning on a boolean property (currently visible), and I am setting it true on show event of the display object.
What I need to know is, which event (something opposite of show, e.g left?) could be used when the screen is replaced by another display object?
Something like focusIn and focusOut from dotnet.
Or if there is some property which could directly tell me if the display object is currently in view (hasFocus doesnt seem to be giving me expected results).
Thanks.
You can Use PropertyChageEvent check the documentation and base of the newValue and kind property you can do some action :
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/mx/events/PropertyChangeEvent.html
hope this help
Name of the event is: removedFromStage.