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Update the orientation of a graphic using expressions based on its attributes.
Use case
Instead of reading the attribute and changing the rotation on the symbol for a single graphic (a manual CPU operation), you can bind the rotation to an expression that applies to the whole overlay (an automatic GPU operation). This usually results in a noticeable performance boost (smooth rotations).
How to use the sample
Adjust the heading and pitch sliders to rotate the cone.
How it works
Create a new graphics overlay.
Create a simple renderer and set its scene properties.
Set the heading expression to [HEADING].
Apply the renderer to the graphics overlay.
Create a graphic and add it to the overlay.
To update the graphic's rotation, update the HEADING or PITCH property in the graphic's attributes.
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// Copyright 2019 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 Esri.ArcGISRuntime.Geometry;
using Esri.ArcGISRuntime.Mapping;
using Esri.ArcGISRuntime.Symbology;
using Esri.ArcGISRuntime.UI;
using Color = System.Drawing.Color;
namespaceArcGIS.WPF.Samples.ScenePropertiesExpressions{
[ArcGIS.Samples.Shared.Attributes.Sample(
name: "Scene properties expressions",
category: "GraphicsOverlay",
description: "Update the orientation of a graphic using expressions based on its attributes.",
instructions: "Adjust the heading and pitch sliders to rotate the cone.",
tags: new[] { "3D", "expression", "graphics", "heading", "pitch", "rotation", "scene", "symbology" })]
publicpartialclassScenePropertiesExpressions {
publicScenePropertiesExpressions() {
InitializeComponent();
Initialize();
}
privatevoidInitialize() {
// Set up the scene with an imagery basemap. MySceneView.Scene = new Scene(BasemapStyle.ArcGISImageryStandard);
// Set the initial viewpoint for the scene. MapPoint point = new MapPoint(83.9, 28.4, 1000, SpatialReferences.Wgs84);
Camera initialCamera = new Camera(point, 1000, 0, 50, 0);
MySceneView.SetViewpointCamera(initialCamera);
// Create a graphics overlay. GraphicsOverlay overlay = new GraphicsOverlay();
overlay.SceneProperties.SurfacePlacement = SurfacePlacement.Relative;
MySceneView.GraphicsOverlays.Add(overlay);
// Add a renderer using rotation expressions. SimpleRenderer renderer = new SimpleRenderer();
renderer.SceneProperties.HeadingExpression = "[HEADING]";
renderer.SceneProperties.PitchExpression = "[PITCH]";
// Apply the renderer to the graphics overlay. overlay.Renderer = renderer;
// Create a red cone graphic. SimpleMarkerSceneSymbol coneSymbol = SimpleMarkerSceneSymbol.CreateCone(Color.Red, 100, 100);
coneSymbol.Pitch = -90;
MapPoint conePoint = new MapPoint(83.9, 28.41, 200, SpatialReferences.Wgs84);
Graphic cone = new Graphic(conePoint, coneSymbol);
// Add the cone graphic to the overlay. overlay.Graphics.Add(cone);
// Listen for changes in slider values and update graphic properties. HeadingSlider.ValueChanged += (sender, e) => { cone.Attributes["HEADING"] = HeadingSlider.Value; };
PitchSlider.ValueChanged += (sender, e) => { cone.Attributes["PITCH"] = PitchSlider.Value; };
}
}
}