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RevitSdkSamples/SDK/Samples/DuplicateGraphics/CS/RevitElementDrawingServer.cs
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2019-09-11 14:43:53 +02:00

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C#

//
// (C) Copyright 2003-2019 by Autodesk, Inc.
//
// Permission to use, copy, modify, and distribute this software in
// object code form for any purpose and without fee is hereby granted,
// provided that the above copyright notice appears in all copies and
// that both that copyright notice and the limited warranty and
// restricted rights notice below appear in all supporting
// documentation.
//
// AUTODESK PROVIDES THIS PROGRAM "AS IS" AND WITH ALL FAULTS.
// AUTODESK SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTY OF
// MERCHANTABILITY OR FITNESS FOR A PARTICULAR USE. AUTODESK, INC.
// DOES NOT WARRANT THAT THE OPERATION OF THE PROGRAM WILL BE
// UNINTERRUPTED OR ERROR FREE.
//
// Use, duplication, or disclosure by the U.S. Government is subject to
// restrictions set forth in FAR 52.227-19 (Commercial Computer
// Software - Restricted Rights) and DFAR 252.227-7013(c)(1)(ii)
// (Rights in Technical Data and Computer Software), as applicable.
//
/*
* This sample demonstrates how to use DirectContext3D to draw graphics.
* This file defines a DirectContext3D server.
*/
using Autodesk.Revit.UI;
using Autodesk.Revit.DB;
using Autodesk.Revit.DB.ExternalService;
using Autodesk.Revit.DB.DirectContext3D;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
namespace Revit.SDK.Samples.DuplicateGraphics.CS
{
class RevitElementDrawingServer : IDirectContext3DServer
{
public RevitElementDrawingServer(UIDocument uiDoc, Element elem, XYZ offset)
{
m_guid = Guid.NewGuid();
m_uiDocument = uiDoc;
m_element = elem;
m_offset = offset;
}
public System.Guid GetServerId() { return m_guid; }
public System.String GetVendorId() { return "ADSK"; }
public ExternalServiceId GetServiceId() { return ExternalServices.BuiltInExternalServices.DirectContext3DService; }
public System.String GetName() { return "Revit Element Drawing Server"; }
public System.String GetDescription() { return "Duplicates graphics from a Revit element."; }
// Corresponds to functionality that is not used in this sample.
public System.String GetApplicationId() { return ""; }
// Corresponds to functionality that is not used in this sample.
public System.String GetSourceId() { return ""; }
// Corresponds to functionality that is not used in this sample.
public bool UsesHandles() { return false; }
// Tests whether this server should be invoked for the given view.
// The server only wants to be invoked for 3D views that are part of the document that contains the element in m_element.
public bool CanExecute(Autodesk.Revit.DB.View view)
{
if (!m_element.IsValidObject)
return false;
if (view.ViewType != ViewType.ThreeD)
return false;
Document doc = view.Document;
Document otherDoc = m_element.Document;
return doc.Equals(otherDoc);
}
// Reports a bounding box of the geometry that this server submits for drawing.
public Outline GetBoundingBox(Autodesk.Revit.DB.View view)
{
try
{
BoundingBoxXYZ boundingBox = m_element.get_BoundingBox(null);
Outline outline = new Outline(boundingBox.Min + m_offset, boundingBox.Max + m_offset);
return outline;
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
throw;
}
}
// Indicates that this server will submit geometry during the rendering pass for transparent geometry.
public bool UseInTransparentPass(Autodesk.Revit.DB.View view) { return true; }
// Submits the geometry for rendering.
public void RenderScene(Autodesk.Revit.DB.View view, DisplayStyle displayStyle)
{
try
{
// Populate geometry buffers if they are not initialized or need updating.
if (m_nonTransparentFaceBufferStorage == null || m_nonTransparentFaceBufferStorage.needsUpdate(displayStyle) ||
m_transparentFaceBufferStorage == null || m_transparentFaceBufferStorage.needsUpdate(displayStyle) ||
m_edgeBufferStorage == null || m_edgeBufferStorage.needsUpdate(displayStyle))
{
Options options = new Options();
GeometryElement geomElem = m_element.get_Geometry(options);
CreateBufferStorageForElement(geomElem, displayStyle);
}
// Submit a subset of the geometry for drawing. Determine what geometry should be submitted based on
// the type of the rendering pass (opaque or transparent) and DisplayStyle (wireframe or shaded).
// If the server is requested to submit transparent geometry, DrawContext().IsTransparentPass()
// will indicate that the current rendering pass is for transparent objects.
RenderingPassBufferStorage faceBufferStorage = DrawContext.IsTransparentPass() ? m_transparentFaceBufferStorage : m_nonTransparentFaceBufferStorage;
// Conditionally submit triangle primitives (for non-wireframe views).
if (displayStyle != DisplayStyle.Wireframe &&
faceBufferStorage.PrimitiveCount > 0)
DrawContext.FlushBuffer(faceBufferStorage.VertexBuffer,
faceBufferStorage.VertexBufferCount,
faceBufferStorage.IndexBuffer,
faceBufferStorage.IndexBufferCount,
faceBufferStorage.VertexFormat,
faceBufferStorage.EffectInstance, PrimitiveType.TriangleList, 0,
faceBufferStorage.PrimitiveCount);
// Conditionally submit line segment primitives.
if (displayStyle != DisplayStyle.Shading &&
m_edgeBufferStorage.PrimitiveCount > 0)
DrawContext.FlushBuffer(m_edgeBufferStorage.VertexBuffer,
m_edgeBufferStorage.VertexBufferCount,
m_edgeBufferStorage.IndexBuffer,
m_edgeBufferStorage.IndexBufferCount,
m_edgeBufferStorage.VertexFormat,
m_edgeBufferStorage.EffectInstance, PrimitiveType.LineList, 0,
m_edgeBufferStorage.PrimitiveCount);
}
catch (Exception e)
{
MessageBox.Show(e.ToString());
}
}
// Initialize and populate buffers that hold graphics primitives, set up related parameters that are needed for drawing.
private void CreateBufferStorageForElement(GeometryElement geomElem, DisplayStyle displayStyle)
{
List<Solid> allSolids = new List<Solid>();
foreach (GeometryObject geomObj in geomElem)
{
if (geomObj is Solid)
{
Solid solid = (Solid)geomObj;
if (solid.Volume > 1e-06)
allSolids.Add(solid);
}
}
m_nonTransparentFaceBufferStorage = new RenderingPassBufferStorage(displayStyle);
m_transparentFaceBufferStorage = new RenderingPassBufferStorage(displayStyle);
m_edgeBufferStorage = new RenderingPassBufferStorage(displayStyle);
// Collect primitives (and associated rendering parameters, such as colors) from faces and edges.
foreach (Solid solid in allSolids)
{
foreach (Face face in solid.Faces)
{
if (face.Area > 1e-06)
{
Mesh mesh = face.Triangulate();
ElementId materialId = face.MaterialElementId;
bool isTransparent = false;
ColorWithTransparency cwt = new ColorWithTransparency(127, 127, 127, 0);
if (materialId != ElementId.InvalidElementId)
{
Material material = m_element.Document.GetElement(materialId) as Material;
Color color = material.Color;
int transparency0To100 = material.Transparency;
uint transparency0To255 = (uint)((float)transparency0To100 / 100f * 255f);
cwt = new ColorWithTransparency(color.Red, color.Green, color.Blue, transparency0To255);
if (transparency0To255 > 0)
{
isTransparent = true;
}
}
BoundingBoxUV env = face.GetBoundingBox();
UV center = 0.5 * (env.Min + env.Max);
XYZ normal = face.ComputeNormal(center);
MeshInfo meshInfo = new MeshInfo(mesh, normal, cwt);
if (isTransparent)
{
m_transparentFaceBufferStorage.Meshes.Add(meshInfo);
m_transparentFaceBufferStorage.VertexBufferCount += mesh.Vertices.Count;
m_transparentFaceBufferStorage.PrimitiveCount += mesh.NumTriangles;
}
else
{
m_nonTransparentFaceBufferStorage.Meshes.Add(meshInfo);
m_nonTransparentFaceBufferStorage.VertexBufferCount += mesh.Vertices.Count;
m_nonTransparentFaceBufferStorage.PrimitiveCount += mesh.NumTriangles;
}
}
}
foreach (Edge edge in solid.Edges)
{
// if (edge.Length > 1e-06)
{
IList<XYZ> xyzs = edge.Tessellate();
m_edgeBufferStorage.VertexBufferCount += xyzs.Count;
m_edgeBufferStorage.PrimitiveCount += xyzs.Count - 1;
m_edgeBufferStorage.EdgeXYZs.Add(xyzs);
}
}
}
// Fill out buffers with primitives based on the intermediate information about faces and edges.
ProcessFaces(m_nonTransparentFaceBufferStorage);
ProcessFaces(m_transparentFaceBufferStorage);
ProcessEdges(m_edgeBufferStorage);
}
// Create and populate a pair of vertex and index buffers. Also update parameters associated with the format of the vertices.
private void ProcessFaces(RenderingPassBufferStorage bufferStorage)
{
List<MeshInfo> meshes = bufferStorage.Meshes;
List<int> numVerticesInMeshesBefore = new List<int>();
if (meshes.Count == 0) return;
bool useNormals = bufferStorage.DisplayStyle == DisplayStyle.Shading ||
bufferStorage.DisplayStyle == DisplayStyle.ShadingWithEdges;
// Vertex attributes are stored sequentially in vertex buffers. The attributes can include position, normal vector, and color.
// All vertices within a vertex buffer must have the same format. Possible formats are enumerated by VertexFormatBits.
// Vertex format also determines the type of rendering effect that can be used with the vertex buffer. In this sample,
// the color is always encoded in the vertex attributes.
bufferStorage.FormatBits = useNormals ? VertexFormatBits.PositionNormalColored : VertexFormatBits.PositionColored;
// The format of the vertices determines the size of the vertex buffer.
int vertexBufferSizeInFloats = (useNormals ? VertexPositionNormalColored.GetSizeInFloats() : VertexPositionColored.GetSizeInFloats()) *
bufferStorage.VertexBufferCount;
numVerticesInMeshesBefore.Add(0);
bufferStorage.VertexBuffer = new VertexBuffer(vertexBufferSizeInFloats);
bufferStorage.VertexBuffer.Map(vertexBufferSizeInFloats);
if (useNormals)
{
// A VertexStream is used to write data into a VertexBuffer.
VertexStreamPositionNormalColored vertexStream = bufferStorage.VertexBuffer.GetVertexStreamPositionNormalColored();
foreach (MeshInfo meshInfo in meshes)
{
Mesh mesh = meshInfo.Mesh;
foreach (XYZ vertex in mesh.Vertices)
{
vertexStream.AddVertex(new VertexPositionNormalColored(vertex + m_offset, meshInfo.Normal, meshInfo.ColorWithTransparency));
}
numVerticesInMeshesBefore.Add(numVerticesInMeshesBefore.Last() + mesh.Vertices.Count);
}
}
else
{
// A VertexStream is used to write data into a VertexBuffer.
VertexStreamPositionColored vertexStream = bufferStorage.VertexBuffer.GetVertexStreamPositionColored();
foreach (MeshInfo meshInfo in meshes)
{
Mesh mesh = meshInfo.Mesh;
// make the color of all faces white in HLR
ColorWithTransparency color = (bufferStorage.DisplayStyle == DisplayStyle.HLR) ?
new ColorWithTransparency(255, 255, 255, meshInfo.ColorWithTransparency.GetTransparency()) :
meshInfo.ColorWithTransparency;
foreach (XYZ vertex in mesh.Vertices)
{
vertexStream.AddVertex(new VertexPositionColored(vertex + m_offset, color));
}
numVerticesInMeshesBefore.Add(numVerticesInMeshesBefore.Last() + mesh.Vertices.Count);
}
}
bufferStorage.VertexBuffer.Unmap();
// Primitives are specified using a pair of vertex and index buffers. An index buffer contains a sequence of indices into
// the associated vertex buffer, each index referencing a particular vertex.
int meshNumber = 0;
bufferStorage.IndexBufferCount = bufferStorage.PrimitiveCount * IndexTriangle.GetSizeInShortInts();
int indexBufferSizeInShortInts = 1 * bufferStorage.IndexBufferCount;
bufferStorage.IndexBuffer = new IndexBuffer(indexBufferSizeInShortInts);
bufferStorage.IndexBuffer.Map(indexBufferSizeInShortInts);
{
// An IndexStream is used to write data into an IndexBuffer.
IndexStreamTriangle indexStream = bufferStorage.IndexBuffer.GetIndexStreamTriangle();
foreach (MeshInfo meshInfo in meshes)
{
Mesh mesh = meshInfo.Mesh;
int startIndex = numVerticesInMeshesBefore[meshNumber];
for (int i = 0; i < mesh.NumTriangles; i++)
{
MeshTriangle mt = mesh.get_Triangle(i);
// Add three indices that define a triangle.
indexStream.AddTriangle(new IndexTriangle((int)(startIndex + mt.get_Index(0)),
(int)(startIndex + mt.get_Index(1)),
(int)(startIndex + mt.get_Index(2))));
}
meshNumber++;
}
}
bufferStorage.IndexBuffer.Unmap();
// VertexFormat is a specification of the data that is associated with a vertex (e.g., position).
bufferStorage.VertexFormat = new VertexFormat(bufferStorage.FormatBits);
// Effect instance is a specification of the appearance of geometry. For example, it may be used to specify color, if there is no color information provided with the vertices.
bufferStorage.EffectInstance = new EffectInstance(bufferStorage.FormatBits);
}
// A helper function, analogous to ProcessFaces.
private void ProcessEdges(RenderingPassBufferStorage bufferStorage)
{
List<IList<XYZ>> edges = bufferStorage.EdgeXYZs;
if (edges.Count == 0)
return;
// Edges are encoded as line segment primitives whose vertices contain only position information.
bufferStorage.FormatBits = VertexFormatBits.Position;
int edgeVertexBufferSizeInFloats = VertexPosition.GetSizeInFloats() * bufferStorage.VertexBufferCount;
List<int> numVerticesInEdgesBefore = new List<int>();
numVerticesInEdgesBefore.Add(0);
bufferStorage.VertexBuffer = new VertexBuffer(edgeVertexBufferSizeInFloats);
bufferStorage.VertexBuffer.Map(edgeVertexBufferSizeInFloats);
{
VertexStreamPosition vertexStream = bufferStorage.VertexBuffer.GetVertexStreamPosition();
foreach (IList<XYZ> xyzs in edges)
{
foreach (XYZ vertex in xyzs)
{
vertexStream.AddVertex(new VertexPosition(vertex + m_offset));
}
numVerticesInEdgesBefore.Add(numVerticesInEdgesBefore.Last() + xyzs.Count);
}
}
bufferStorage.VertexBuffer.Unmap();
int edgeNumber = 0;
bufferStorage.IndexBufferCount = bufferStorage.PrimitiveCount * IndexLine.GetSizeInShortInts();
int indexBufferSizeInShortInts = 1 * bufferStorage.IndexBufferCount;
bufferStorage.IndexBuffer = new IndexBuffer(indexBufferSizeInShortInts);
bufferStorage.IndexBuffer.Map(indexBufferSizeInShortInts);
{
IndexStreamLine indexStream = bufferStorage.IndexBuffer.GetIndexStreamLine();
foreach (IList<XYZ> xyzs in edges)
{
int startIndex = numVerticesInEdgesBefore[edgeNumber];
for (int i = 1; i < xyzs.Count; i++)
{
// Add two indices that define a line segment.
indexStream.AddLine(new IndexLine((int)(startIndex + i - 1),
(int)(startIndex + i)));
}
edgeNumber++;
}
}
bufferStorage.IndexBuffer.Unmap();
bufferStorage.VertexFormat = new VertexFormat(bufferStorage.FormatBits);
bufferStorage.EffectInstance = new EffectInstance(bufferStorage.FormatBits);
}
public Document Document
{
get { return (m_uiDocument != null) ? m_uiDocument.Document : null; }
}
private Guid m_guid;
private Element m_element;
private XYZ m_offset;
private UIDocument m_uiDocument;
private RenderingPassBufferStorage m_nonTransparentFaceBufferStorage;
private RenderingPassBufferStorage m_transparentFaceBufferStorage;
private RenderingPassBufferStorage m_edgeBufferStorage;
#region Helper classes
// A container to hold information associated with a triangulated face.
class MeshInfo
{
public MeshInfo(Mesh mesh, XYZ normal, ColorWithTransparency color)
{
Mesh = mesh;
Normal = normal;
ColorWithTransparency = color;
}
public Mesh Mesh;
public XYZ Normal;
public ColorWithTransparency ColorWithTransparency;
}
// A class that brings together all the data and rendering parameters that are needed to draw one sequence of primitives (e.g., triangles)
// with the same format and appearance.
class RenderingPassBufferStorage
{
public RenderingPassBufferStorage(DisplayStyle displayStyle)
{
DisplayStyle = displayStyle;
Meshes = new List<MeshInfo>();
EdgeXYZs = new List<IList<XYZ>>();
}
public bool needsUpdate(DisplayStyle newDisplayStyle)
{
if (newDisplayStyle != DisplayStyle)
return true;
if (PrimitiveCount > 0)
if (VertexBuffer == null || !VertexBuffer.IsValid() ||
IndexBuffer == null || !IndexBuffer.IsValid() ||
VertexFormat == null || !VertexFormat.IsValid() ||
EffectInstance == null || !EffectInstance.IsValid())
return true;
return false;
}
public DisplayStyle DisplayStyle { get; set; }
public VertexFormatBits FormatBits { get; set; }
public List<MeshInfo> Meshes { get; set; }
public List<IList<XYZ>> EdgeXYZs { get; set; }
public int PrimitiveCount { get; set; }
public int VertexBufferCount { get; set; }
public int IndexBufferCount { get; set; }
public VertexBuffer VertexBuffer { get; set; }
public IndexBuffer IndexBuffer { get; set; }
public VertexFormat VertexFormat { get; set; }
public EffectInstance EffectInstance { get; set; }
}
#endregion
}
}