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专题网站怎么做,中国软件网,公司用的邮箱哪种好用,电子商务网站建设技能论文ArcGIS Pro SDK #xff08;九#xff09;几何 12 多面体 文章目录 ArcGIS Pro SDK #xff08;九#xff09;几何 12 多面体1 通过拉伸多边形或折线构建多面体2 多面体属性3 构建多面体4 通过MultipatchBuilderEx构建多面体5 从另一个多面体构建多面体6 从 3D 模型文件构建…ArcGIS Pro SDK 九几何 12 多面体 文章目录 ArcGIS Pro SDK 九几何 12 多面体1 通过拉伸多边形或折线构建多面体2 多面体属性3 构建多面体4 通过MultipatchBuilderEx构建多面体5 从另一个多面体构建多面体6 从 3D 模型文件构建多面体7 构建 3D 特殊多面体形状8 创建基本材料9 使用 JPEG 纹理创建基本材质10 使用未压缩纹理创建基本材质11 获取多面体的纹理图像12 获取多面体的法线坐标13 获取多面体的法线14 获取多面体的材质属性 环境Visual Studio 2022 .NET6 ArcGIS Pro SDK 3.0 1 通过拉伸多边形或折线构建多面体 // 构建一个多边形 string json {\hasZ\:true,\rings\:[[[0,0,0],[0,1,0],[1,1,0],[1,0,0],[0,0,0]]],\spatialReference\:{\wkid\:4326}}; Polygon polygon PolygonBuilderEx.FromJson(json);// 通过偏移量拉伸多边形以创建多面体 Multipatch multipatch GeometryEngine.Instance.ConstructMultipatchExtrude(polygon, 2);// 一个不同的多边形 json {\hasZ\:true,\rings\:[[[0,0,1],[0,1,2],[1,1,3],[1,0,4],[0,0,1]]],\spatialReference\:{\wkid\:4326}}; polygon PolygonBuilderEx.FromJson(json);// 在 z 值之间拉伸以创建多面体 multipatch GeometryEngine.Instance.ConstructMultipatchExtrudeFromToZ(polygon, -10, 20);// 沿着由坐标定义的轴拉伸以创建多面体 Coordinate3D coord new Coordinate3D(10, 18, -10); multipatch GeometryEngine.Instance.ConstructMultipatchExtrudeAlongVector3D(polygon, coord);// 构建一条折线 json {\hasZ\:true,\paths\:[[[400,800,1000],[800,1400,1500],[1200,800,2000],[1800,1800,2500],[2200,800,3000]]],\spatialReference\:{\wkid\:3857}}; Polyline polyline PolylineBuilderEx.FromJson(json);// 拉伸到特定 z 值以创建多面体 multipatch GeometryEngine.Instance.ConstructMultipatchExtrudeToZ(polyline, 500);Coordinate3D fromCoord new Coordinate3D(50, 50, -500); Coordinate3D toCoord new Coordinate3D(200, 50, 1000);// 在两个坐标之间拉伸以创建多面体 multipatch GeometryEngine.Instance.ConstructMultipatchExtrudeAlongLine(polyline, fromCoord, toCoord);2 多面体属性 // 标准几何属性 bool hasZ multipatch.HasZ; bool hasM multipatch.HasM; bool hasID multipatch.HasID; bool isEmpty multipatch.IsEmpty; var sr multipatch.SpatialReference;// 补丁部分的数量 int patchCount multiPatch.PartCount; // 点的数量 int pointCount multiPatch.PointCount;// 作为 MapPoints 获取点 ReadOnlyPointCollection points multipatch.Points; // 或作为 3D 坐标获取点 IReadOnlyListCoordinate3D coordinates multipatch.Copy3DCoordinatesToList();// 多面体材料 bool hasMaterials multiPatch.HasMaterials; int materialCount multiPatch.MaterialCount;// 多面体纹理 bool hasTextures multiPatch.HasTextures; int textureVertexCount multiPatch.TextureVertexCount;// 法线 bool hasNormals multiPatch.HasNormals;// 单个补丁的属性如果 multipatch.PartCount 0 int patchPriority multiPatch.GetPatchPriority(patchIndex); PatchType patchType multiPatch.GetPatchType(patchIndex);// 补丁点 int patchPointCount multiPatch.GetPatchPointCount(patchIndex); int pointStartIndex multiPatch.GetPatchStartPointIndex(patchIndex); // 补丁点是从 pointStartIndex 到 pointStartIndex patchPointCount 的 multipatch.Points 中的点 // 如果多面体有材料 if (hasMaterials) {// 补丁是否有材料// 如果补丁没有材料则 materialIndex -1// 如果补丁有材料则 0 materialIndex materialCountint materialIndex multipatch.GetPatchMaterialIndex(patchIndex);// 单个材料的属性如果 multipatch.MaterialCount 0var color multipatch.GetMaterialColor(materialIndex);var edgeColor multipatch.GetMaterialEdgeColor(materialIndex);var edgeWidth multipatch.GetMaterialEdgeWidth(materialIndex);var shiness multipatch.GetMaterialShininess(materialIndex);var percent multipatch.GetMaterialTransparencyPercent(materialIndex);var cullBackFace multipatch.IsMaterialCullBackFace(materialIndex);// 纹理属性bool isTextured multipatch.IsMaterialTextured(materialIndex);if (isTextured){int columnCount multipatch.GetMaterialTextureColumnCount(materialIndex);int rowCount multipatch.GetMaterialTextureRowCount(materialIndex);int bpp multipatch.GetMaterialTextureBytesPerPixel(materialIndex);TextureCompressionType compressionType multipatch.GetMaterialTextureCompressionType(materialIndex);var texture multipatch.GetMaterialTexture(materialIndex);} }// 纹理坐标如果 multipatch.HasTextures true if (hasTextures) {int numPatchTexturePoints multiPatch.GetPatchTextureVertexCount(patchIndex);var coordinate2D multiPatch.GetPatchTextureCoordinate(patchIndex, 0);ICollectionCoordinate2D textureCoordinates new ListCoordinate2D(numPatchTexturePoints);multiPatch.GetPatchTextureCoordinates(patchIndex, ref textureCoordinates); }// 补丁法线如果 multipatch.HasNormals true if (hasNormals) {// 法线坐标的数量 multipatch.GetPatchPointCount(patchIndex)Coordinate3D patchNormal multipatch.GetPatchNormal(patchIndex, 0);ICollectionCoordinate3D normalCoordinates new ListCoordinate3D(patchPointCount);multipatch.GetPatchNormals(patchIndex, ref normalCoordinates); }3 构建多面体 // 导出为二进制 XML string binaryXml multiPatch.ToBinaryXml();// 从二进制 XML 导入 - 方法需要在 MCT 上运行 Multipatch binaryMultipatch MultipatchBuilderEx.FromBinaryXml(binaryXml);// XML 导出/导入 string xml multiPatch.ToXml(); Multipatch xmlMultipatch MultipatchBuilderEx.FromXml(xml);// esriShape 导出/导入 byte[] buffer multiPatch.ToEsriShape(); Multipatch esriPatch MultipatchBuilderEx.FromEsriShape(buffer);// 或者使用 GeometryEngine Multipatch patchImport GeometryEngine.Instance.ImportFromEsriShape(EsriShapeImportFlags.EsriShapeImportDefaults, buffer, multiPatch.SpatialReference) as Multipatch;4 通过MultipatchBuilderEx构建多面体 var coords_face1 new ListCoordinate3D() {new Coordinate3D(12.495461061000071,41.902603910000039,62.552700000000186),new Coordinate3D(12.495461061000071,41.902603910000039,59.504700000004959),new Coordinate3D(12.495461061000071,41.902576344000067,59.504700000004959),new Coordinate3D(12.495461061000071,41.902603910000039,62.552700000000186),new Coordinate3D(12.495461061000071,41.902576344000067,59.504700000004959),new Coordinate3D(12.495461061000071,41.902576344000067,62.552700000000186), };var coords_face2 new ListCoordinate3D() {new Coordinate3D(12.495461061000071, 41.902576344000067, 62.552700000000186),new Coordinate3D(12.495461061000071, 41.902576344000067, 59.504700000004959),new Coordinate3D(12.495488442000067, 41.902576344000067, 59.504700000004959),new Coordinate3D(12.495461061000071, 41.902576344000067, 62.552700000000186),new Coordinate3D(12.495488442000067, 41.902576344000067, 59.504700000004959),new Coordinate3D(12.495488442000067, 41.902576344000067, 62.552700000000186), };var coords_face3 new ListCoordinate3D() {new Coordinate3D(12.495488442000067, 41.902576344000067, 62.552700000000186),new Coordinate3D(12.495488442000067, 41.902576344000067, 59.504700000004959),new Coordinate3D(12.495488442000067, 41.902603910000039, 59.504700000004959),new Coordinate3D(12.495488442000067, 41.902576344000067, 62.552700000000186),new Coordinate3D(12.495488442000067, 41.902603910000039, 59.504700000004959),new Coordinate3D(12.495488442000067, 41.902603910000039, 62.552700000000186), };var coords_face4 new ListCoordinate3D() {new Coordinate3D(12.495488442000067, 41.902576344000067, 59.504700000004959),new Coordinate3D(12.495461061000071, 41.902576344000067, 59.504700000004959),new Coordinate3D(12.495461061000071, 41.902603910000039, 59.504700000004959),new Coordinate3D(12.495488442000067, 41.902576344000067, 59.504700000004959),new Coordinate3D(12.495461061000071, 41.902603910000039, 59.504700000004959),new Coordinate3D(12.495488442000067, 41.902603910000039, 59.504700000004959), };var coords_face5 new ListCoordinate3D() {new Coordinate3D(12.495488442000067, 41.902603910000039, 59.504700000004959),new Coordinate3D(12.495461061000071, 41.902603910000039, 59.504700000004959),new Coordinate3D(12.495461061000071, 41.902603910000039, 62.552700000000186),new Coordinate3D(12.495488442000067, 41.902603910000039, 59.504700000004959),new Coordinate3D(12.495461061000071, 41.902603910000039, 62.552700000000186),new Coordinate3D(12.495488442000067, 41.902603910000039, 62.552700000000186), };var coords_face6 new ListCoordinate3D() {new Coordinate3D(12.495488442000067, 41.902603910000039, 62.552700000000186),new Coordinate3D(12.495461061000071, 41.902603910000039, 62.552700000000186),new Coordinate3D(12.495461061000071, 41.902576344000067, 62.552700000000186),new Coordinate3D(12.495488442000067, 41.902603910000039, 62.552700000000186),new Coordinate3D(12.495461061000071, 41.902576344000067, 62.552700000000186),new Coordinate3D(12.495488442000067, 41.902576344000067, 62.552700000000186), };var materialRed new BasicMaterial(); materialRed.Color System.Windows.Media.Colors.Red;var materialTransparent new BasicMaterial(); materialTransparent.Color System.Windows.Media.Colors.White; materialTransparent.TransparencyPercent 80;var blueTransparent new BasicMaterial(materialTransparent); blueTransparent.Color System.Windows.Media.Colors.SkyBlue;// 创建补丁对象列表 var patches new ListPatch();// 创建多面体构建器对象 var mpb new ArcGIS.Core.Geometry.MultipatchBuilderEx();// 使用适当的坐标制作每个补丁并添加到补丁列表中 var patch mpb.MakePatch(PatchType.Triangles); patch.Coords coords_face1; patches.Add(patch);patch mpb.MakePatch(PatchType.Triangles); patch.Coords coords_face2; patches.Add(patch);patch mpb.MakePatch(PatchType.Triangles); patch.Coords coords_face3; patches.Add(patch);patch mpb.MakePatch(PatchType.Triangles); patch.Coords coords_face4; patches.Add(patch);patch mpb.MakePatch(PatchType.Triangles); patch.Coords coords_face5; patches.Add(patch);patch mpb.MakePatch(PatchType.Triangles); patch.Coords coords_face6; patches.Add(patch);patches[0].Material materialRed; patches[1].Material materialTransparent; patches[2].Material materialRed; patches[3].Material materialRed; patches[4].Material materialRed; patches[5].Material blueTransparent;// 将补丁分配给多面体构建器 mpb.Patches patches;// 检查哪些补丁当前包含该材料 var red mpb.QueryPatchIndicesWithMaterial(materialRed); // red should be [0, 2, 3, 4]// 调用geometry函数获取多面体 multipatch mpb.ToGeometry() as Multipatch;5 从另一个多面体构建多面体 // 创建多面体构建器对象 var builder new ArcGIS.Core.Geometry.MultipatchBuilderEx(multipatch);// 检查一些属性 bool hasM builder.HasM; bool hasZ builder.HasZ; bool hasID builder.HasID; bool isEmpty builder.IsEmpty; bool hasNormals builder.HasNormals;var patches builder.Patches; int patchCount patches.Count;// 如果有补丁 if (patchCount 0) {int pointCount builder.GetPatchPointCount(0);// 替换第一个补丁中的第一个点if (pointCount 0){// 获取第一个点var pt builder.GetPoint(0, 0);builder.SetPoint(0, 0, newPoint);}// 检查当前包含纹理的补丁var texture builder.QueryPatchIndicesWithTexture(brickTextureResource);// 分配纹理材质patches[0].Material brickMaterialTexture; }// 更新builder以支持M值 builder.HasM true; // 同步补丁属性以匹配builder属性 // 在这种情况下因为我们刚刚将HasM设置为true每个补丁现在都将为其坐标集获取一个默认的M值 builder.SynchronizeAttributeAwareness();// 调用ToGeometry获取多面体 multipatch builder.ToGeometry() as Multipatch;// multipatch.HasM 将为 true6 从 3D 模型文件构建多面体 try {var model ArcGIS.Core.Geometry.MultipatchBuilderEx.From3DModelFile(c:\Temp\My3dModelFile.dae);bool modelIsEmpty model.IsEmpty; } catch (FileNotFoundException) {// 文件未找到 } catch (ArgumentException) {// 文件扩展名不受支持或无法读取文件 }7 构建 3D 特殊多面体形状 var sr MapView.Active.Map.SpatialReference;var extent MapView.Active.Extent; var center extent.Center; var centerZ MapPointBuilderEx.CreateMapPoint(center.X, center.Y, 500, sr);// 立方体 multipatch ArcGIS.Core.Geometry.MultipatchBuilderEx.CreateMultipatch(MultipatchConstructType.Cube, centerZ, 200, sr); // 四面体 multipatch ArcGIS.Core.Geometry.MultipatchBuilderEx.CreateMultipatch(MultipatchConstructType.Tetrahedron, centerZ, 200, sr); // 菱形 multipatch ArcGIS.Core.Geometry.MultipatchBuilderEx.CreateMultipatch(MultipatchConstructType.Diamond, centerZ, 200, sr); // 六角形 multipatch ArcGIS.Core.Geometry.MultipatchBuilderEx.CreateMultipatch(MultipatchConstructType.Hexagon, centerZ, 200, sr);// 球体框架 multipatch ArcGIS.Core.Geometry.MultipatchBuilderEx.CreateMultipatch(MultipatchConstructType.SphereFrame, centerZ, 200, 0.8, sr); // 球体 multipatch ArcGIS.Core.Geometry.MultipatchBuilderEx.CreateMultipatch(MultipatchConstructType.Sphere, centerZ, 200, 0.8, sr); // 圆柱体 multipatch ArcGIS.Core.Geometry.MultipatchBuilderEx.CreateMultipatch(MultipatchConstructType.Cylinder, centerZ, 200, 0.8, sr); // 圆锥体 multipatch ArcGIS.Core.Geometry.MultipatchBuilderEx.CreateMultipatch(MultipatchConstructType.Cone, centerZ, 200, 0.8, sr);// 使用builder添加材料或纹理 // 创建一个带有材料的圆锥体 builder new MultipatchBuilderEx(MultipatchConstructType.Cone, centerZ, 200, 0.8, sr);BasicMaterial faceMaterial new BasicMaterial(); faceMaterial.Color System.Windows.Media.Color.FromRgb(255, 0, 0); faceMaterial.Shininess 150; faceMaterial.TransparencyPercent 50; faceMaterial.EdgeWidth 20;foreach (var patch in builder.Patches)patch.Material faceMaterial;multipatch builder.ToGeometry() as Multipatch;8 创建基本材料 // 使用默认值创建BasicMaterial BasicMaterial material new BasicMaterial(); System.Windows.Media.Color color material.Color; // color Colors.Black System.Windows.Media.Color edgeColor material.EdgeColor; // edgeColor Colors.Black int edgeWidth material.EdgeWidth; // edgeWidth 0 int transparency material.TransparencyPercent; // transparency 0 int shininess material.Shininess; // shininess 0 bool cullBackFace material.IsCullBackFace; // cullBackFace false// 修改属性 material.Color System.Windows.Media.Colors.Red; material.EdgeColor System.Windows.Media.Colors.Blue; material.EdgeWidth 10; material.TransparencyPercent 50; material.Shininess 25; material.IsCullBackFace true;9 使用 JPEG 纹理创建基本材质 // 将jpeg读取到缓冲区中 // 在3.0版本中需要https://www.nuget.org/packages/Microsoft.Windows.Compatibility // System.Drawing System.Drawing.Image image System.Drawing.Image.FromFile(C:\temp\myImageFile.jpg); MemoryStream memoryStream new MemoryStream();System.Drawing.Imaging.ImageFormat format System.Drawing.Imaging.ImageFormat.Jpeg; image.Save(memoryStream, format); byte[] imageBuffer memoryStream.ToArray();var jpgTexture new JPEGTexture(imageBuffer);// 纹理属性 int bpp jpgTexture.BytesPerPixel; int columnCount jpgTexture.ColumnCount; int rowCount jpgTexture.RowCount;// 构建textureResource和material BasicMaterial material new BasicMaterial(); material.TextureResource new TextureResource(jpgTexture);10 使用未压缩纹理创建基本材质 UncompressedTexture uncompressedTexture1 new UncompressedTexture(new byte[10 * 12 * 3], 10, 12, 3);// 纹理属性 int bpp uncompressedTexture1.BytesPerPixel; int columnCount uncompressedTexture1.ColumnCount; int rowCount uncompressedTexture1.RowCount;// 构建textureResource和material TextureResource tr new TextureResource(uncompressedTexture1); BasicMaterial material new BasicMaterial(); material.TextureResource tr;11 获取多面体的纹理图像 // summary // 此方法获取多面体的材料纹理图像。 // 此方法必须在MCT上调用。使用QueuedTask.Run。 // /summary // param namemultipatch输入的多面体。/param // param namepatchIndex获取材料纹理的补丁部分索引。/param public void GetMultipatchTextureImage(Multipatch multipatch, int patchIndex) {int materialIndex multipatch.GetPatchMaterialIndex(patchIndex);if (!multipatch.IsMaterialTextured(materialIndex))return;TextureCompressionType compressionType multipatch.GetMaterialTextureCompressionType(materialIndex);string ext compressionType TextureCompressionType.CompressionJPEG ? .jpg : .dat;byte[] textureBuffer multipatch.GetMaterialTexture(materialIndex);Stream imageStream new MemoryStream(textureBuffer);System.Drawing.Image image System.Drawing.Image.FromStream(imageStream);image.Save(C:\temp\myImage ext); }12 获取多面体的法线坐标 // summary // 此方法获取多面体的法线坐标并执行一些操作。 // 此方法必须在MCT上调用。使用QueuedTask.Run。 // /summary // param namemultipatch输入的多面体。/param // param namepatchIndex获取法线的补丁部分索引。/param public void DoSomethingWithNormalCoordinate(Multipatch multipatch, int patchIndex) {if (multipatch.HasNormals){// 如果多面体有法线则法线数量等于点的数量。int numNormals multipatch.GetPatchPointCount(patchIndex);for (int pointIndex 0; pointIndex numNormals; pointIndex){Coordinate3D normal multipatch.GetPatchNormal(patchIndex, pointIndex);// 对法线坐标进行一些操作。}} }13 获取多面体的法线 // summary // 此方法获取多面体的法线坐标并执行一些操作。 // 此方法必须在MCT上调用。使用QueuedTask.Run。 // /summary // param namemultipatch输入的多面体。/param public void DoSomethingWithNormalCoordinates(Multipatch multipatch) {if (multipatch.HasNormals){// 只分配一次列表int numPoints multipatch.PointCount;ICollectionCoordinate3D normals new ListCoordinate3D(numPoints);// 多面体的部分也称为补丁int numPatches multipatch.PartCount;for (int patchIndex 0; patchIndex numPatches; patchIndex){multipatch.GetPatchNormals(patchIndex, ref normals);// 对这个补丁的法线进行一些操作。}} }14 获取多面体的材质属性 public void GetMaterialProperties(Multipatch multipatch, int patchIndex) {if (multipatch.HasMaterials){// 获取指定补丁的材质索引。int materialIndex multipatch.GetPatchMaterialIndex(patchIndex);System.Windows.Media.Color color multipatch.GetMaterialColor(materialIndex);int tranparencyPercent multipatch.GetMaterialTransparencyPercent(materialIndex);bool isBackCulled multipatch.IsMaterialCullBackFace(materialIndex);if (multipatch.IsMaterialTextured(materialIndex)){int bpp multipatch.GetMaterialTextureBytesPerPixel(materialIndex);int columnCount multipatch.GetMaterialTextureColumnCount(materialIndex);int rowCount multipatch.GetMaterialTextureRowCount(materialIndex);}} }
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