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// Copyright 2018 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.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Timers;
using ArcGISRuntime.Samples.Managers;
using Esri.ArcGISRuntime.Geometry;
using Esri.ArcGISRuntime.Mapping;
using Esri.ArcGISRuntime.Symbology;
using Esri.ArcGISRuntime.UI;
using Esri.ArcGISRuntime.UI.Controls;
using Esri.ArcGISRuntime.UI.GeoAnalysis;
using Foundation;
using UIKit;
namespace ArcGISRuntime.Samples.ViewshedGeoElement
{
[Register("ViewshedGeoElement")]
[ArcGISRuntime.Samples.Shared.Attributes.OfflineData("07d62a792ab6496d9b772a24efea45d0")]
[ArcGISRuntime.Samples.Shared.Attributes.Sample(
name: "Viewshed for GeoElement",
category: "Analysis",
description: "Analyze the viewshed for an object (GeoElement) in a scene.",
instructions: "Tap to set a destination for the vehicle (a GeoElement). The vehicle will 'drive' towards the tapped location. The viewshed analysis will update as the vehicle moves.",
tags: new[] { "3D", "analysis", "buildings", "model", "scene", "viewshed", "visibility analysis" })]
public class ViewshedGeoElement : UIViewController
{
// Hold references to UI controls.
private SceneView _mySceneView;
// URLs to the scene layer with buildings and the elevation source.
private readonly Uri _elevationUri = new Uri("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer");
private readonly Uri _buildingsUri = new Uri("https://tiles.arcgis.com/tiles/P3ePLMYs2RVChkJx/arcgis/rest/services/Building_Johannesburg/SceneServer");
// Graphic and overlay for showing the tank.
private readonly GraphicsOverlay _tankOverlay = new GraphicsOverlay();
private Graphic _tank;
// Animation properties.
private MapPoint _tankEndPoint;
// Units for geodetic calculation (used in animating tank).
private readonly LinearUnit _metersUnit = LinearUnits.Meters;
private readonly AngularUnit _degreesUnit = AngularUnits.Degrees;
// Timer for running the animation.
private Timer _animationTimer;
public ViewshedGeoElement()
{
Title = "Viewshed (GeoElement)";
}
private async void Initialize()
{
// Create the scene with an imagery basemap.
_mySceneView.Scene = new Scene(BasemapStyle.ArcGISImageryStandard);
// Add the elevation surface.
ArcGISTiledElevationSource tiledElevationSource = new ArcGISTiledElevationSource(_elevationUri);
_mySceneView.Scene.BaseSurface = new Surface
{
ElevationSources = {tiledElevationSource}
};
// Add buildings.
ArcGISSceneLayer sceneLayer = new ArcGISSceneLayer(_buildingsUri);
_mySceneView.Scene.OperationalLayers.Add(sceneLayer);
// Configure the graphics overlay for the tank and add the overlay to the SceneView.
_tankOverlay.SceneProperties.SurfacePlacement = SurfacePlacement.Relative;
_mySceneView.GraphicsOverlays.Add(_tankOverlay);
// Configure the heading expression for the tank; this will allow the
// viewshed to update automatically based on the tank's position.
_tankOverlay.Renderer = new SimpleRenderer
{
SceneProperties = {HeadingExpression = "[HEADING]"}
};
try
{
// Create the tank graphic - get the model path.
string modelPath = DataManager.GetDataFolder("07d62a792ab6496d9b772a24efea45d0", "bradle.3ds");
// - Create the symbol and make it 10x larger (to be the right size relative to the scene).
ModelSceneSymbol tankSymbol = await ModelSceneSymbol.CreateAsync(new Uri(modelPath), 10);
// - Adjust the position.
tankSymbol.Heading = 90;
// - The tank will be positioned relative to the scene surface by its bottom.
// This ensures that the tank is on the ground rather than partially under it.
tankSymbol.AnchorPosition = SceneSymbolAnchorPosition.Bottom;
// - Create the graphic.
_tank = new Graphic(new MapPoint(28.047199, -26.189105, SpatialReferences.Wgs84), tankSymbol);
// - Update the heading.
_tank.Attributes["HEADING"] = 0.0;
// - Add the graphic to the overlay.
_tankOverlay.Graphics.Add(_tank);
// Create a viewshed for the tank.
GeoElementViewshed geoViewshed = new GeoElementViewshed(
geoElement: _tank,
horizontalAngle: 90.0,
verticalAngle: 40.0,
minDistance: 0.1,
maxDistance: 250.0,
headingOffset: 0.0,
pitchOffset: 0.0)
{
// Offset viewshed observer location to top of tank.
OffsetZ = 3.0
};
// Create the analysis overlay and add to the scene.
AnalysisOverlay overlay = new AnalysisOverlay();
overlay.Analyses.Add(geoViewshed);
_mySceneView.AnalysisOverlays.Add(overlay);
// Create and use a camera controller to orbit the tank.
_mySceneView.CameraController = new OrbitGeoElementCameraController(_tank, 200.0)
{
CameraPitchOffset = 45.0
};
// Create a timer; this will enable animating the tank.
_animationTimer = new Timer(60)
{
Enabled = true,
AutoReset = true
};
}
catch (Exception e)
{
new UIAlertView("Error", e.ToString(), (IUIAlertViewDelegate) null, "OK", null).Show();
}
}
private void UpdateAnimation(object sender, EventArgs e) => AnimateTank();
private void SceneViewTapped(object sender, GeoViewInputEventArgs e) => _tankEndPoint = e.Location;
private void AnimateTank()
{
// Return if the tank already arrived.
if (_tankEndPoint == null)
{
return;
}
// Get current location and distance from the destination.
MapPoint location = (MapPoint) _tank.Geometry;
GeodeticDistanceResult distance = GeometryEngine.DistanceGeodetic(
location, _tankEndPoint, _metersUnit, _degreesUnit, GeodeticCurveType.Geodesic);
// Move the tank a short distance.
location = GeometryEngine.MoveGeodetic(new List<MapPoint> {location}, 1.0, _metersUnit, distance.Azimuth1, _degreesUnit,
GeodeticCurveType.Geodesic).First();
_tank.Geometry = location;
// Rotate to face the destination.
double heading = (double) _tank.Attributes["HEADING"];
heading += (distance.Azimuth1 - heading) / 10;
_tank.Attributes["HEADING"] = heading;
// Clear the destination if the tank already arrived.
if (distance.Distance < 5)
{
_tankEndPoint = null;
}
}
public override void ViewDidLoad()
{
base.ViewDidLoad();
Initialize();
}
public override void LoadView()
{
// Create the views.
_mySceneView = new SceneView();
_mySceneView.TranslatesAutoresizingMaskIntoConstraints = false;
View = new UIView {BackgroundColor = ApplicationTheme.BackgroundColor};
// Add the views.
View.AddSubviews(_mySceneView);
// Lay out the views.
NSLayoutConstraint.ActivateConstraints(new[]
{
_mySceneView.TopAnchor.ConstraintEqualTo(View.SafeAreaLayoutGuide.TopAnchor),
_mySceneView.BottomAnchor.ConstraintEqualTo(View.BottomAnchor),
_mySceneView.LeadingAnchor.ConstraintEqualTo(View.LeadingAnchor),
_mySceneView.TrailingAnchor.ConstraintEqualTo(View.TrailingAnchor)
});
}
public override void ViewWillAppear(bool animated)
{
base.ViewWillAppear(animated);
// Subscribe to events.
_animationTimer.Elapsed += UpdateAnimation;
_animationTimer.Start();
_mySceneView.GeoViewTapped += SceneViewTapped;
}
public override void ViewDidDisappear(bool animated)
{
base.ViewDidDisappear(animated);
// Unsubscribe from events, per best practice.
_mySceneView.GeoViewTapped -= SceneViewTapped;
// End the timer and unsubscribe.
_animationTimer.Stop();
_animationTimer.Elapsed -= UpdateAnimation;
}
}
}