Animate 3D Graphic

Animate 3d graphic in a scene view



// 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:
// 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 Android.App;
using Android.OS;
using Android.Views;
using Android.Widget;
using Esri.ArcGISRuntime.Geometry;
using Esri.ArcGISRuntime.Mapping;
using Esri.ArcGISRuntime.Symbology;
using Esri.ArcGISRuntime.UI;
using Esri.ArcGISRuntime.UI.Controls;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using System.Timers;
using ArcGISRuntime.Samples.Managers;
using Debug = System.Diagnostics.Debug;
using Surface = Esri.ArcGISRuntime.Mapping.Surface;

namespace ArcGISRuntime.Samples.Animate3DGraphic
        "Animate 3D Graphic",
        "This sample demonstrates how to animate a graphic's position and follow it using a camera controller.",
        "Click-and-drag to pan the sceneview, orbiting the moving plane. Click 'Camera' to toggle between the default and the orbiting camera controller.\nThe plane's route is shown on the inset map in the bottom left corner of the screen. The progress through the plane's mission is shown in a slider within the stats panel. Click 'Stats' to toggle stats display. Drag the slider to seek through the mission (like you might seek through a song). Tap 'Mission' to choose from a list of alternative routes. \n\nNote that this is a graphics-intensive sample; performance may be degraded in certain situations (such as using a simulator).",
    public class Animate3DGraphic : Activity
        // Hold references to UI components so that they can be accessed by the sample programmatically
        //     These will be populated from the AndroidLayout file in CreateLayout
        private Button _missionButton;
        private Button _cameraButton;
        private Button _playButton;
        private Button _statsButton;
        private TextView _altitudeTextView;
        private TextView _headingTextView;
        private TextView _pitchTextView;
        private TextView _rollTextView;
        private SeekBar _missionProgressBar;
        private SceneView _mySceneView;
        private MapView _insetMapView;

        // URL to the elevation service - provides terrain elevation
        private readonly Uri _elevationServiceUrl = new Uri("");

        // Graphic for highlighting the route in the inset map
        private Graphic _routeGraphic;

        // Graphic for highlighting the airplane in the inset map
        private Graphic _plane2D;

        // Graphic for showing the 3D plane model in the scene
        private Graphic _plane3D;

        // Camera controller for centering the camera on the airplane
        private OrbitGeoElementCameraController _orbitCameraController;

        // Timer enables frame-by-frame animation
        private Timer _animationTimer;

        // Number of frames in the mission animation
        private int _frameCount;

        // Index of current frame in the animation
        private int _keyframe;

        // Dictionary of mission file names and the corresponding portal item IDs
        private readonly Dictionary<string, string> _missionToItemId = new Dictionary<string, string>
            {"Hawaii", "e87c154fb9c2487f999143df5b08e9b1"},
            {"Pyrenees", "5a9b60cee9ba41e79640a06bcdf8084d"},
            {"Snowdon", "12509ffdc684437f8f2656b0129d2c13"}

        // Array of frames for the current mission
        //    A MissionFrame contains the position of the plane for a single moment in the animation
        private MissionFrame[] _missionData;

        // Status flag controls which camera will be used
        private bool _shouldFollowPlane = true;

        protected override void OnCreate(Bundle bundle)

            Title = "Animate 3D graphic";

            // Create the UI, setup the control references and execute initialization

        private async void Initialize()
            // Apply appropriate maps to the scene and the inset map view
            _insetMapView.Map = new Map(Basemap.CreateImagery());
            _mySceneView.Scene = new Scene(Basemap.CreateImagery());

            // Apply the elevation source
            Surface surface = new Surface();
            ElevationSource elevationSource = new ArcGISTiledElevationSource(_elevationServiceUrl);
            _mySceneView.Scene.BaseSurface = surface;

            // Create and add the graphics overlay
            GraphicsOverlay sceneOverlay = new GraphicsOverlay
                SceneProperties = { SurfacePlacement = SurfacePlacement.Absolute }

            // Create a renderer to handle updating plane's orientation
            SimpleRenderer renderer3D = new SimpleRenderer();
            RendererSceneProperties renderProperties = renderer3D.SceneProperties;
            // Use expressions to keep the renderer properties updated as parameters of the rendered object
            renderProperties.HeadingExpression = "[HEADING]";
            renderProperties.PitchExpression = "[PITCH]";
            renderProperties.RollExpression = "[ROLL]";
            // Apply the renderer to the scene view's overlay
            sceneOverlay.Renderer = renderer3D;

            // Create renderer to symbolize plane and update plane orientation in the inset map
            SimpleRenderer renderer2D = new SimpleRenderer();
            // Create the symbol that will be used for the plane
            SimpleMarkerSymbol plane2DSymbol = new SimpleMarkerSymbol(SimpleMarkerSymbolStyle.Triangle, System.Drawing.Color.Blue, 10);
            // Apply the symbol to the renderer
            renderer2D.Symbol = plane2DSymbol;
            // Apply a rotation expression to the renderer
            renderer2D.RotationExpression = "[ANGLE]";
            // Update the inset map with a new GraphicsOverlay based on the renderer
            GraphicsOverlay insetMapOperlay = new GraphicsOverlay
                Renderer = renderer2D

            // Create placeholder graphic for showing the mission route in the inset map
            SimpleLineSymbol routeSymbol = new SimpleLineSymbol(SimpleLineSymbolStyle.Solid, System.Drawing.Color.Red, 2);
            _routeGraphic = new Graphic { Symbol = routeSymbol };

            // Create the plane graphic; this is symbolized as a blue triangle because of renderer implemented above
            // Create the attribute dictionary
            Dictionary<string, object> plane2DAttributes = new Dictionary<string, object>
                // Set the angle for the plane graphic
                ["ANGLE"] = 0f
            // Create the graphic from the attributes and the initial point
            _plane2D = new Graphic(new MapPoint(0, 0, SpatialReferences.Wgs84), plane2DAttributes);
            // Add the plane graphic to the inset map via the overlay

            // Create the model graphic for the plane
            // Get the path to the 3D model
            string modelPath = GetModelPath();
            // Create the scene symbol from the path to the model
            ModelSceneSymbol plane3DSymbol = await ModelSceneSymbol.CreateAsync(new Uri(modelPath), 1.0);
            // Create the graphic with an initial location and the plane symbol
            _plane3D = new Graphic(new MapPoint(0, 0, 0, SpatialReferences.Wgs84), plane3DSymbol);
            // Add the plane to the overlay

            // Create the orbit camera controller to follow the plane
            _orbitCameraController = new OrbitGeoElementCameraController(_plane3D, 20.0)
                CameraPitchOffset = 75.0
            _mySceneView.CameraController = _orbitCameraController;

            // Create a timer; this will enable animating the plane
            // The value is the duration of the timer in milliseconds. This controls the speed of the animation (fps)
            _animationTimer = new Timer(60)
                Enabled = true,
                AutoReset = true

            // Move the plane every time the timer expires
            _animationTimer.Elapsed += AnimatePlane;

            // Set the initial mission for when the sample loads
            await ChangeMission(_missionToItemId.Keys.First());

        private async Task ChangeMission(string mission)
            // Stop animating the current mission

            // Get mission data
            _missionData = GetMissionData(mission);

            // Draw mission route on the inset
            // Create a collection of points to hold the mission
            PointCollection points = new PointCollection(SpatialReferences.Wgs84);
            // Add all of the points from the mission to the point collection
            points.AddPoints(_missionData.Select(m => m.ToMapPoint()));
            // Create a polyline to symbolize the route from the point collection
            Polyline route = new Polyline(points);
            // Update the route graphic's geometry with the newly created route polyline
            _routeGraphic.Geometry = route;
            // Update the inset map's scale
            await _insetMapView.SetViewpointScaleAsync(100000);

            // Update animation parameters
            _frameCount = _missionData.Length;
            _keyframe = 0;

            // Restart the animation

        private MissionFrame[] GetMissionData(string mission)
            // Get the path to the file
            string filePath = GetMissionFilePath(mission);

            // Read the file text
            string fileContents = File.ReadAllText(filePath);

            // Split the file contents into a list of lines
            return fileContents.Split('\n')
                // Then for each line, create a MissionFrame object
                // Then remove any null MissionFrames
                .Where(missionPart => missionPart != null)
                // Finally return that list of MissionFrames as an array

        private string GetMissionFilePath(string mission)
            string itemId = _missionToItemId[mission];
            string filename = mission + ".csv";

            return DataManager.GetDataFolder(itemId, filename);

        private void AnimatePlane(object sender, ElapsedEventArgs elapsedEventArgs)
            // Get the next position; % prevents going out of bounds even if the keyframe value is
            //     changed unexpectedly (e.g. due to user interaction with the progress slider).
            MissionFrame currentFrame = _missionData[_keyframe % _frameCount];

            // Update the UI
            double missionProgress = _keyframe / (double)_frameCount;

            // This is needed because the event could be running on a non-UI thread
            RunOnUiThread(() =>
                // Update the progress slider; temporarily remove event subscription to prevent feedback loop
                _missionProgressBar.ProgressChanged -= MissionProgressOnSeek;
                _missionProgressBar.Progress = (int)(missionProgress * 100);
                _missionProgressBar.ProgressChanged += MissionProgressOnSeek;

                // Update stats display
                _altitudeTextView.Text = currentFrame.Elevation.ToString("F");
                _headingTextView.Text = currentFrame.Heading.ToString("F");
                _pitchTextView.Text = currentFrame.Pitch.ToString("F");
                _rollTextView.Text = currentFrame.Roll.ToString("F");

            // Update plane's position
            _plane3D.Geometry = currentFrame.ToMapPoint();
            _plane3D.Attributes["HEADING"] = currentFrame.Heading;
            _plane3D.Attributes["PITCH"] = currentFrame.Pitch;
            _plane3D.Attributes["ROLL"] = currentFrame.Roll;

            // Update the inset map; plane symbol position
            _plane2D.Geometry = currentFrame.ToMapPoint();
            // Update inset's viewpoint and heading
            Viewpoint vp = new Viewpoint(currentFrame.ToMapPoint(), _insetMapView.MapScale,
                360 + (float)currentFrame.Heading);

            // Update the keyframe. This advances the animation

            // Restart the animation if it has finished
            if (_keyframe >= _frameCount)
                _keyframe = 0;

        private string GetModelPath()
            return DataManager.GetDataFolder("681d6f7694644709a7c830ec57a2d72b", "Bristol.dae");

        private void MissionPlayPlauseClick(object sender, EventArgs e)
            // Get a reference to the button that sent the event
            Button playButton = (Button)sender;

            // Get the text of the button
            string playtext = playButton.Text;

            switch (playtext)
                // Resume the animation
                case "Play":
                    playButton.Text = "Pause";
                // Stop the animation
                case "Pause":
                    playButton.Text = "Play";

        private void ToggleFollowPlane()
            // Update the flag
            _shouldFollowPlane = !_shouldFollowPlane;

            // If flag is set, use the orbit camera controller, else use null.
            //     Setting the CameraController to null will cause the SceneView to use the default camera
            _mySceneView.CameraController = _shouldFollowPlane ? _orbitCameraController : null;

        private void MissionButtonOnClick(object o, EventArgs eventArgs)
            // Show a list of missions to choose from

            // Get an array of mission names
            string[] missions = _missionToItemId.Keys.ToArray();

            // Create an alert dialog builder
            AlertDialog.Builder builder = new AlertDialog.Builder(this);
            builder.SetTitle("Select a mission");

            // Apply the list of items and provide a lambda to handle the selection event
            builder.SetItems(missions, async (sender, args) => { await ChangeMission(missions[args.Which]); });

            // Show the dialog

        private void MissionProgressOnSeek(object sender, EventArgs e)
            // Stop the animation

            // Get the new mission progress
            double missionProgress = _missionProgressBar.Progress / 100.0;

            // Update the keyframe based on the progress
            _keyframe = (int)(missionProgress * _frameCount);

            // Restart the animation

        private void CreateLayout()
            // Load the layout for the sample from the .axml file

            // Update control references to point to the controls defined in the layout
            _insetMapView = FindViewById<MapView>(Resource.Id.insetMap);
            _mySceneView = FindViewById<SceneView>(Resource.Id.PrimarySceneView);
            _altitudeTextView = FindViewById<TextView>(Resource.Id.planeAltitudeText);
            _headingTextView = FindViewById<TextView>(Resource.Id.planeHeadingText);
            _pitchTextView = FindViewById<TextView>(Resource.Id.planePitchText);
            _rollTextView = FindViewById<TextView>(Resource.Id.planeRollText);
            _missionProgressBar = FindViewById<SeekBar>(Resource.Id.missionProgressSeekBar);
            _cameraButton = FindViewById<Button>(Resource.Id.cameraButton);
            _missionButton = FindViewById<Button>(Resource.Id.missionButton);
            _statsButton = FindViewById<Button>(Resource.Id.statsButton);
            _playButton = FindViewById<Button>(Resource.Id.playPauseButton);
            LinearLayout statsLayout = FindViewById<LinearLayout>(Resource.Id.statsPanelLayout);

            // Update the SceneView to use an alternative atmosphere effect
            _mySceneView.AtmosphereEffect = AtmosphereEffect.Realistic;

            // Hide the attribution text on the inset map
            _insetMapView.IsAttributionTextVisible = false;

            // Handle the camera button click
            _cameraButton.Click += (sender, args) => ToggleFollowPlane();

            // Handle the play button click
            _playButton.Click += MissionPlayPlauseClick;

            // Handle the mission button click
            _missionButton.Click += MissionButtonOnClick;

            // Handle progress bar manipulation
            _missionProgressBar.ProgressChanged += MissionProgressOnSeek;

            // Handle the stats button click by hiding or showing the stats panel
            _statsButton.Click += (sender, args) =>
                // If panel is visible already, hide it. Otherwise, show it.
                if (statsLayout.Visibility == ViewStates.Visible)
                    statsLayout.Visibility = ViewStates.Invisible;
                    statsLayout.Visibility = ViewStates.Visible;

        /// <summary>
        /// Private helper class represents a single frame in the animation
        /// </summary>
        private class MissionFrame
            private double Longitude { get; }
            private double Latitude { get; }
            public double Elevation { get; }
            public double Heading { get; }
            public double Pitch { get; }
            public double Roll { get; }

            /// <summary>
            /// Private constructor ensures that only the factory method (Create) can be called.
            /// </summary>
            /// <param name="missionLine">A string describing a single frame in the mission animation.</param>
            private MissionFrame(string missionLine)
                // Split the string into a list of entries (columns)
                // Example line: -156.3666517,20.6255059,999.999908,83.77659,.00009,-47.766567
                string[] missionFrameParameters = missionLine.Split(',');

                // Throw if the line isn't valid
                if (missionFrameParameters.Length != 6)
                    throw new Exception("Invalid mission part definition");

                // Populate the object's properties from the array of parameters
                Longitude = Convert.ToDouble(missionFrameParameters[0]);
                Latitude = Convert.ToDouble(missionFrameParameters[1]);
                Elevation = Convert.ToDouble(missionFrameParameters[2]);
                Heading = Convert.ToDouble(missionFrameParameters[3]);
                Pitch = Convert.ToDouble(missionFrameParameters[4]);
                Roll = Convert.ToDouble(missionFrameParameters[5]);

            /// <summary>
            /// Creates a new MissionFrame.
            /// The private constructor + static construction method allows
            ///     for keeping the exception-handling logic for the constructor
            ///     internal to the class.
            /// </summary>
            /// <param name="missionLine">A string describing a single frame in the mission animation</param>
            /// <returns>Constructed MissionFrame or null if the line is invalid</returns>
            public static MissionFrame Create(string missionLine)
                    return new MissionFrame(missionLine);
                catch (Exception ex)
                    return null;

            public MapPoint ToMapPoint()
                return new MapPoint(Longitude, Latitude, Elevation, SpatialReferences.Wgs84);

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