createFromRenderGraphic MethodStatic
Create a TileTreeReference that displays a pre-defined RenderGraphic. The reference can be used to add dynamic content to a Viewport's scene as a TiledGraphicsProvider, as in the following example:
/** Add a TiledGraphicsProvider to draw a sphere into the specified viewport. */
export function addTiledGraphics(viewport: Viewport): void {
// Create a scene graphic with a 1cm chord tolerance.
const builder = IModelApp.renderSystem.createGraphic({
type: GraphicType.Scene,
computeChordTolerance: () => 0.01,
});
// Produce the sphere graphic.
builder.addSolidPrimitive(Sphere.createCenterRadius(new Point3d(0, 0, 0), 20));
const graphic = builder.finish();
// Create a TileTreeReference to draw the sphere.
const treeRef = TileTreeReference.createFromRenderGraphic({
graphic,
modelId: viewport.iModel.transientIds.getNext(),
iModel: viewport.iModel,
});
// Register a provider to draw the sphere as part of the viewport's scene.
viewport.addTiledGraphicsProvider({
forEachTileTreeRef: (_vp, func) => func(treeRef),
});
}
Or, it can be used as a DynamicSpatialClassifier to contextualize a reality model, like so:
/** A spatial region described by a bounding sphere, used to classify a reality model. */
interface ClassifiedRegion {
/** The center point of the bounding sphere. */
center: Point3d;
/** The radius of the bounding sphere. */
radius: number;
/** The name of the region, to serve as a tooltip when the user hovers over the classified region of the reality model. */
name: string;
/** The color in which to draw the classified region of the reality model. */
color: ColorDef;
}
/** Classify spherical regions of a reality model, either by planar projection (`classifyByVolume=false`) or by bounding volume (`classifyByVolume=true`). */
export function classifyRealityModel(model: ContextRealityModelState, regions: ClassifiedRegion[], classifyByVolume: boolean): void {
const modelId = model.iModel.transientIds.getNext();
// Create a GraphicBuilder to define the classifier geometry.
const builder = IModelApp.renderSystem.createGraphic({
type: GraphicType.Scene,
computeChordTolerance: () => 0.01,
pickable: {
modelId,
id: modelId,
isVolumeClassifier: classifyByVolume,
},
});
const regionIdsAndNames: Array<{ name: string, id: Id64String }> = [];
for (const region of regions) {
// Assign a unique Id to each region, so we can identify them when the user interacts with them in a viewport.
const regionId = model.iModel.transientIds.getNext();
regionIdsAndNames.push({ id: regionId, name: region.name });
// Add a sphere representing the region.
builder.setSymbology(region.color, region.color, 1);
builder.activatePickableId(regionId);
builder.addSolidPrimitive(Sphere.createCenterRadius(region.center, region.radius));
}
// Create a tile tree reference to provide the graphics at display time.
const tileTreeReference = TileTreeReference.createFromRenderGraphic({
graphic: builder.finish(),
modelId,
iModel: model.iModel,
getToolTip: async (hit) => Promise.resolve(regionIdsAndNames.find((x) => x.id === hit.sourceId)?.name),
});
// Direct the reality model to use our tile tree reference for classification.
model.classifiers.activeClassifier = {
tileTreeReference,
name: "Regions",
flags: new SpatialClassifierFlags(undefined, undefined, classifyByVolume),
};
}
It can also be used to mask out portions of the background map or terrain via PlanarClipMaskSettings, as shown below:
/** Mask out portions of the viewport's background map where it intersects a set of spherical regions. */
export function maskBackgroundMap(viewport: Viewport, regions: Iterable<Sphere>): void {
// Use a GraphicBuilder to define the mask geometry.
const builder = IModelApp.renderSystem.createGraphic({
type: GraphicType.Scene,
computeChordTolerance: () => 0.1,
});
for (const region of regions) {
builder.addSolidPrimitive(region);
}
// Create a tile tree reference to provide the graphics defining the mask.
const tileTreeReference = TileTreeReference.createFromRenderGraphic({
modelId: viewport.iModel.transientIds.getNext(),
graphic: builder.finish(),
iModel: viewport.iModel,
// Set the priority higher than the default of PlanarClipMaskPriority.DesignModel.
planarClipMaskPriority: 4100,
});
// Add the tile tree reference to the viewport as a TiledGraphicsProvider.
viewport.addTiledGraphicsProvider({
forEachTileTreeRef: (_vp, func) => func(tileTreeReference),
});
// Enable masking by priority, with priority set just below that of our TileTreeReference so that the map will only be masked by
// our geometry, not by any design models that may be present in the scene.
viewport.changeBackgroundMapProps({
planarClipMask: {
mode: PlanarClipMaskMode.Priority,
priority: 4000,
},
});
viewport.invalidateRenderPlan();
}
createFromRenderGraphic(args: RenderGraphicTileTreeArgs): TileTreeReference
Parameter | Type | Description |
---|---|---|
args | RenderGraphicTileTreeArgs |
Returns - TileTreeReference
Defined in
Last Updated: 17 December, 2024
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