Okay so I've been trying to map some heatmaps to a Revit room using the DataViz api. I was able to get X Y Z from Revit for the sensor inside the rooms, i've substracted the viewer.model.getGlobalOffset() and managed to show some sprites on these points. I know for a fact that those sprites / points are inside Rooms, but whenever I try to use the same points to load a heatmap I get the Some devices did not map to a room: warning and no heatmap is displayed.
Following the API documentation this warning appears when there is no room information in the point. Did I miss anything? This is "my" code:
async function loadHeatmaps(model){
const dataVizExtn = await viewer.loadExtension("Autodesk.DataVisualization");
// Given a model loaded from Forge
const structureInfo = new Autodesk.DataVisualization.Core.ModelStructureInfo(model);
const devices = [
{
id: "Oficina 6", // An ID to identify this device
name:"Oficina-",
position: { x: 22.475382737884104, y: 7.4884431474006163, z: 3.0 }, // World coordinates of this device
sensorTypes: ["temperature", "humidity"], // The types/properties this device exposes
}
];
var offset = viewer.model.getGlobalOffset();
removeOffset(devices[0],offset)
// Generates `SurfaceShadingData` after assigning each device to a room.
const shadingData = await structureInfo.generateSurfaceShadingData(devices);
console.log(shadingData)
// Use the resulting shading data to generate heatmap from.
await dataVizExtn.setupSurfaceShading(model, shadingData);
// Register color stops for the heatmap. Along with the normalized sensor value
// in the range of [0.0, 1.0], `renderSurfaceShading` will interpolate the final
// heatmap color based on these specified colors.
const sensorColors = [0x0000ff, 0x00ff00, 0xffff00, 0xff0000];
// Set heatmap colors for temperature
const sensorType = "temperature";
dataVizExtn.registerSurfaceShadingColors(sensorType, sensorColors);
// Function that provides sensor value in the range of [0.0, 1.0]
function getSensorValue(surfaceShadingPoint, sensorType) {
// The `SurfaceShadingPoint.id` property matches one of the identifiers passed
// to `generateSurfaceShadingData` function. In our case above, this will either
// be "cafeteria-entrace-01" or "cafeteria-exit-01".
const deviceId = surfaceShadingPoint.id;
// Read the sensor data, along with its possible value range
let sensorValue = readSensorValue(deviceId, sensorType);
const maxSensorValue = getMaxSensorValue(sensorType);
const minSensorValue = getMinSensorValue(sensorType);
// Normalize sensor value to [0, 1.0]
sensorValue = (sensorValue - minSensorValue) / (maxSensorValue - minSensorValue);
return clamp(sensorValue, 0.0, 1.0);
}
// This value can also be a room instead of a floor
const floorName = "01 - Entry Level";
dataVizExtn.renderSurfaceShading(floorName, sensorType, getSensorValue);
}
function removeOffset(pos, offset) {
pos.position.x = pos.position.x - offset.x;
pos.position.y = pos.position.y - offset.y;
pos.position.z = pos.position.z - offset.z;
}
And I'm calling the loadHeatmaps() function inside onDocumentLoadSuccess callback.
EDIT: It looks like in this particular case it was a problem with floorName not being set to the right value. Note that this value (first parameter to dataVizExtn.renderSurfaceShading) should be set either to the name of the room, or to the name of the floor you want to update.
The offsets are a bit tricky so I'd suggest debugging that area, for example:
What coordinate system are the sensors defined in? If they are in the same coordinate system as the building model itself, you shouldn't subtract or add any offset to them. Whenever there's a model with a "global offset" in its metadata, it basically means that the Model Derivative service moved the model to origin to avoid floating point precision issues, and the viewer will then add the global offset back to each geometry when its loaded.
Try using the viewer APIs to get the bounding box of one of the rooms that the devices should map to, and see if the bounding box actually contains the XYZ point of the device you're trying to pass into the DataViz extension. The bounds of any object can be found like so:
function getObjectBounds(model, dbid) {
const tree = model.getInstanceTree();
const frags = model.getFragmentList();
let bounds = new THREE.Box3();
tree.enumNodeFragments(dbid, function (fragid) {
let _bounds = new THREE.Box3();
frags.getWorldBounds(fragid, _bounds);
bounds.union(_bounds);
}, true);
return bounds;
}
I have the same issue and my revit model was built by revit 2020. When I update model to 2022, heatmap can show on the room correctly.
I found an interesting demo of how to find the largest rectangle in an irregular shaped polygon here using D3plus.
I'm trying to recreate this for a polygon I'm working on but currently the code is not working. It seems to runs endlessly. The code I'm using is as follows:
d3.csv("data/polyPoints.csv", function(error, polyPoints) {
if (error) return console.error(error);
// coerce string values to numbers
polyPoints.forEach(function(d) {
d3.keys(d).forEach(function(k) {
d[k] = +d[k]
})
});
// settings for geom.largestRect
var rectOptions = {
angle: 0,
maxAspectRatio: 5,
nTries: 1
};
console.log(rectOptions);
console.log(polyPoints);
var lRect = d3plus.geom.largestRect(polyPoints, rectOptions);
console.log(lRect);
});
I suspect my polygon is not in the correct format.
Update
I'm making progress. My original polygon object was taken from a csv and created an array of arrays of key value pairs (e.g. {"x": 0 "y": 1},{"x": 2, "y": 1}....)
I converted this to an array of arrays (e.g. [[1,0],[2,0]....])
Now the code is running but the output is defining rectangles that cross the boundary of the original polygon.
For anyone working with this. The largestRect docs are https://d3plus.org/docs/#largestRect and can be run with the following code.
const d3p = require('d3plus');
const polygon = [[x,y],[x,y],[x,y]...]
const rectOptions = {
maxAspectRatio: 5,
nTries: 20
};
let lRect = d3p.largestRect(rdp, rectOptions);
The algorithm used is an approximation and random points inside the polygon are chosen to do calculations from. Because of this the edges of the box won't always be touching the edge but should be "close enough".
The options.tolerance value might affect this as well but I haven't played around with it much. This is a pretty old question but hopefully it helps someone.
I'd been trying to write a small library in Javascript mainly for Canvas drawImage() method.
The main purpose of the library is to pass array values instead of passing single values such as :
// srcPos=[0,0] , size=[90,90], dstPos=[50,50]
function draw_image(context, image, srcPos, size, dstPos, size) {
context.drawImage(image, srcPos[0], srcPos[1], size[0], size[1], dstPos[0], dstPos[1], size[0], size[1]);
}
but when i called this function jzz like this, I'm getting Uncaught ReferenceError :
var canvas = document.getElementById("display"),
frame = canvas.getContext("2d");
var shipInfo = { center:[45, 45], size:[90, 90], radius: 35, angle:45 },
shipImage = new Image(),
pos = [40, 70];
shipImage.src = "ship.png";
function draw() {
draw_image(frame, shipImage, shipInfo.size, pos, shipInfo.size);
}
window.onload = function() {
draw();
}
And Is it possible to implement a method overriding the default drawImage() like this:
frame.draw_image(shipImage, srcPos, shipInfo.size, dstPos, shipInfo.size);
If you want to add a function to the 2d context, javascript makes this easy thanks to the prototype inheritance : You can inject the Context2D object to add or change its function as you wish.
You might want to look at a few addings i made to the context in a small canvas lib i made here : https://github.com/gamealchemist/CanvasLib
Some will tell that injecting is evil, but unless you're on a huge boat i would just say : If you use some graphic library, respect the semantic of existing functions and everything should be fine. If you don't use libs : do whatever it takes !
So, to answer more specifically to your question, your shorter drawImage would give :
CanvasRenderingContext2D.prototype.draw_image = function ( image,
srcPos, size,
dstPos, size) {
this.drawImage(image, srcPos[0], srcPos[1], size[0], size[1],
dstPos[0], dstPos[1], size[0], size[1]);
};
Then you can use the new function on all your contexts :
var canvas = document.getElementById("display"),
frame = canvas.getContext("2d");
frame.draw_image( ... ) ;
Notice that you could use 'rect' objects, which would be arrays with 4 elements, x, y, w, h, and lead to an even shorter syntax.
Edit : i see in your lib that you want to rotate your rect.
First thing is that you don't want to reset the transform. Just save it then restore it.
I would try something closer to this :
var x = dstPos[0],
y = dstPos[1],
halfWidth = dstSize[0]*0.5, // !! not src use >>1 if you know it's an int.
halfHeight = dstSize[1]*0.5, // !! not src ...
angleInRads = angle * Math.PI / 180;
this.save();
this.translate(x+halfWidth,y+halfHeight);
this.rotate(angleInRads);
this.drawImage(image
, center[0], center[1], srcSize[0], srcSize[1]
, -halfWidth, -halfHeight, dstSize[0],dstSize[1]);
this.restore();
Your small image library would fit well inside a javascript object.
A Demo: http://jsfiddle.net/m1erickson/7pZJw/
A javascript object can hold information about your image:
the image itself
the image size (can be automatically calculated for you)
the image centerpoint (can be automatically calculated for you)
Example:
// create a new object
// fill it with the info about the image
var object={
image:shipImage,
width:shipImage.width,
height:shipImage.height,
centerOffsetX:shipImage.width/2,
centerOffsetY:shipImage.height/2,
radius:35,
angle:45,
};
A javascript object can also hold functions that draws the image (as you've done in your code)
Example:
// when you call object.draw the image will be drawn by this function
// which is added to the object itself
draw:function(context,atX,atY,newWidth,newHeight){
context.drawImage(
this.image,
0,0,this.width,this.height,
atX,atY,newWidth,newHeight);
},
A function to create your small image library inside a javascript object might look like this:
function createImageObject(image,radius,angle){
// create a new object
// fill it with the info about the image
var object={
image:image,
width:image.width,
height:image.height,
centerOffsetX:image.width/2,
centerOffsetY:image.height/2,
radius:radius,
angle:angle,
draw:function(context,atX,atY,newWidth,newHeight){
context.drawImage(
this.image,
0,0,this.width,this.height,
atX,atY,newWidth,newHeight);
},
};
return(object);
}
And you can use your ship object library like this:
// create a new ship object
var shipObject=createImageObject(img,35,45);
// draw the ship image using the ship object
// draw at 20,20 with size 75,75
shipObject.draw(frame,20,20,75,75);
BTW, I see you're using the version of drawImage that will scale/clip the source image.
If you just want to draw the full image at its original size you can do this shortcut:
// draw the image full-sized at x,y
context.drawImage(image,x,y);
i am trying to update a line graph and it is not throwing any error but it is also not updating the graph.
i am deleting a point and adding a new one with an incremented rate and incremented created_at date by a second(trying to follow http://bl.ocks.org/benjchristensen/1148374)
function redrawWithoutAnimation() {
for (var i in chart_data) {
linedata = chart_data[i];
//delete first element of array
linedata.points.reverse().shift();
//create a new point
rate = linedata.points[0].rate + 1;
created_at = linedata.points[0].created_at + 6000;
new_point = {};
new_point.rate = rate;
new_point.created_at = created_at;
linedata.points.push(new_point);
console.log(linedata);
}
// static update without animation
svg.selectAll("path")
.data([linedata.points]); // set the new data
line(linedata.points); // apply the new data values
}
redrawWithoutAnimation();
setInterval(function () {
redrawWithoutAnimation();
}, 8000);
here is my code
http://jsfiddle.net/yr2Nw/8/
Working fiddle: http://jsfiddle.net/reblace/GsaGb/1
There's a few issues here...
First, you were updating all the chart_data in the for loop, but outside the loop, you were only trying to update the line still stored in the linedata variable after loop execution. You should try to avoid having variables with greater scope than they need. It can lead to bugs like this one:
svg.selectAll("path").data([linedata.points]);
line(linedata.points);
You should instead use D3's data joining to rejoin the new data to all the paths at once declaratively like so:
linesGroup.selectAll("path")
.data(chart_data)
.attr("d", function(d){ return line(d.points); });
What that code's doing is it's selecting the paths and then joining each of them to the chart_data elements and then binding the appropriate line generator to the "d" attribute for the appropriate path.
Then, you need to update your x axis and y axis otherwise the plot will just shoot off the drawn area. This code is updating the domains and then rebinding the axes to the dom elements so they redraw:
xAxis.scale().domain([
d3.min(chart_data, function (c) { return d3.min(c.points, function (v) { return v.created_at; }); }),
d3.max(chart_data, function (c) { return d3.max(c.points, function (v) { return v.created_at; }); })
]);
yAxis.scale().domain([
0,
d3.max(chart_data, function (c) { return d3.max(c.points, function (v) { return v.rate; }); })
]);
svg.select(".x.axis").call(xAxis);
svg.select(".y.axis").call(yAxis);
There were a few other bugs I fixed them in the Fiddle. For example, you need to calculate the time for the new point based on the last element in the array, not the first, otherwise the line can't interpolate properly since its no longer a continuous function... and this is a bit more concise way to do your line updates:
for (var i=0; i<chart_data.length; i++) {
linedata = chart_data[i];
//delete first element of array
var removedPoint = linedata.points.shift();
//create a new point
var lastpoint = linedata.points[linedata.points.length-1];
var new_point = {
rate: removedPoint.rate,
created_at: lastpoint.created_at + 6000
};
linedata.points.push(new_point);
}
Also note that you shouldn't use the for(var in) loop for Arrays, that's for iterating over the properties in an object.
There's still some issues, but I think this should help get you over the hurdle you were stuck on. Anyways, it looks cool in action!
Fine fenac.. You facing so many problems since your data is not in good format for your requirements..
as per http://bl.ocks.org/benjchristensen/1148374 The x-axis data must be (data[] (data array))
Your data is something like this
[objects,object,object] where each object holds one element of xaxis value.. so the pushing and shifting is not possible..
try to change the format of the data (linedata.points) to an array (data[]) and try it out sure it works..
You just need to put all the values in linedata.points into an array data[] and use this data[] to animate your line..
Since yours the multiline.. you need to create 2D array and must pass them accordingly...
Cheers..
I updated your jsfiddle
setInterval(function () {
console.log(linedata.points);
var v = linedata.points.shift(); // remove the first element of the array
linedata.points.push(v); // add a new element to the array (we're just taking the number we just shifted off the front and appending to the end)
redrawWithoutAnimation();
}, 3000);
http://jsfiddle.net/yr2Nw/9/
But still it wont works till you do that work...
Personal Suggestion: First Try with single line graph then go with looping for multiline...
Trying out http://www.goxtk.com, great stuff!
Is there a quick way to get the bounding box for a model or some other point that could be used as the center of rotation of the camera? Worst case, what's the best way to loop over the points? Thanks for any replies!
It is possible to query each X.object() for its centroid, like this:
...
r = new X.renderer('r');
r.init();
o = new X.object();
o.load('test.vtk');
r.add(o);
r.render();
r.onShowtime = function() {
// print the centroid
console.log(o.points().centroid());
};
...
You have to overload the onShowtime function of the X.renderer to be sure that the X.object was properly setup (.vtk file loaded etc.).
To configure the camera, you can do f.e. the following:
...
r.camera().setPosition(-400,0,0); // set the position
r.camera().setFocus(-10,-10,-10); // set the focus point
r.camera().setUp(1,0,0); // set the (normalized) up vector
r.render();
...
Anyway, to loop over the points:
...
// o is an X.object
var numberOfPoints = o.points().count();
var pointArrayLength = o.points().length(); // equals numberOfPoints * 3
var allPoints = o.points().all(); // as a flat 1D array optimized for WebGL
// just loop it :)
...