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//
// Copyright 2016 Esri.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
import UIKit
import ArcGIS
class SceneSymbolsViewController: UIViewController {
@IBOutlet var sceneView: AGSSceneView!
override func viewDidLoad() {
super.viewDidLoad()
// Add the source code button item to the right of navigation bar.
(navigationItem.rightBarButtonItem as! SourceCodeBarButtonItem).filenames = ["SceneSymbolsViewController"]
let scene = AGSScene(basemapStyle: .arcGISTopographic)
// Add base surface for elevation data.
let surface = AGSSurface()
/// The url of the Terrain 3D ArcGIS REST Service.
let worldElevationServiceURL = URL(string: "https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer")!
let elevationSource = AGSArcGISTiledElevationSource(url: worldElevationServiceURL)
surface.elevationSources.append(elevationSource)
scene.baseSurface = surface
sceneView.scene = scene
// Add graphics overlay to the scene view.
let graphicsOverlay = AGSGraphicsOverlay()
graphicsOverlay.graphics.addObjects(from: makeGraphics())
graphicsOverlay.sceneProperties?.surfacePlacement = .absolute
sceneView.graphicsOverlays.add(graphicsOverlay)
// Set the camera.
let camera = AGSCamera(latitude: 48.973, longitude: 4.92, altitude: 2082, heading: 60, pitch: 75, roll: 0)
sceneView.setViewpointCamera(camera)
}
private func makeGraphics() -> [AGSGraphic] {
// Coordinates for the first symbol.
let x = 4.975
let y = 49.0
let z = 500.0
// Create symbols for all the available 3D symbols.
let coneSymbol = AGSSimpleMarkerSceneSymbol(style: .cone, color: .random(), height: 200, width: 200, depth: 200, anchorPosition: .center)
let cubeSymbol = AGSSimpleMarkerSceneSymbol(style: .cube, color: .random(), height: 200, width: 200, depth: 200, anchorPosition: .center)
let cylinderSymbol = AGSSimpleMarkerSceneSymbol(style: .cylinder, color: .random(), height: 200, width: 200, depth: 200, anchorPosition: .center)
let diamondSymbol = AGSSimpleMarkerSceneSymbol(style: .diamond, color: .random(), height: 200, width: 200, depth: 200, anchorPosition: .center)
let sphereSymbol = AGSSimpleMarkerSceneSymbol(style: .sphere, color: .random(), height: 200, width: 200, depth: 200, anchorPosition: .center)
let tetrahedronSymbol = AGSSimpleMarkerSceneSymbol(style: .tetrahedron, color: .random(), height: 200, width: 200, depth: 200, anchorPosition: .center)
// Create graphics for each symbol.
let symbols = [coneSymbol, cubeSymbol, cylinderSymbol, diamondSymbol, sphereSymbol, tetrahedronSymbol]
let graphics = symbols.enumerated().map { (offset, symbol) -> AGSGraphic in
let point = AGSPoint(x: x + 0.01 * Double(offset), y: y, z: z, spatialReference: .wgs84())
return AGSGraphic(geometry: point, symbol: symbol)
}
return graphics
}
}
private extension UIColor {
/// Creates a random color whose red, green, and blue values are in the
/// range `0...1` and whose alpha value is `1`.
///
/// - Returns: A new `UIColor` object.
static func random() -> UIColor {
let range: ClosedRange<CGFloat> = 0...1
return UIColor(red: .random(in: range), green: .random(in: range), blue: .random(in: range), alpha: 1)
}
}