ArcGIS Engine三维动画开发 来自:http://www.iarcgis.com/?p=826
ArcGIS Engine 三维开发
来自:http://www.iarcgis.com/?p=826
在三维中,经常使用的一个功能就是播放动画,也就是我们要对一条动画轨迹进行播放,而在ArcGIS Engine中做3D开发的时候,轨迹有两个对应的对象
IAnimationTrack和IAGAnimationTrack,
如果在帮助中仔细查看还会发现更多跟这两个类似的区别,一个接口比另一个接口多两个字母AG,
如IAnimationTracks和IAGAnimationTracks,IKeyframe和IAGKeyframe。
我们看下这些的描述
IAGKeyframe:访问运动对象的关键帧(Provides access to keyframes of animated objects. )
IKeyframe:访问运动对象的关键帧(Provides access to keyframes of animated objects.)
从描述上看,没有任何区别,那么为什么会有两个这样的接口,带AG的出来的比较晚,而且位于ESRI.ArcGIS.Animation中,而不带AG的是早期的接口位于ESRI.ArcGIS.Analyst3D中,而且这些接口的属性和方法都很类似:
Ikeyframe
IAGKeyframe
1.1 原因何在
既然两个接口提供的方法和接口很类似,为什么会有两套这样的接口呢?原来带AG的是后来出现的,而且是在9.2的时候增加的,在9.2的时候增加了Animation等类库,看下面的描述:
在帮助中,我们可以看到更多的信息,首先看到实现IAGAnimationTrack的接口有两个类即AGAnimationTrack和AnimationTrack,也就是说凡是带了AG的接口很多都被早期的对象继承,如下:
AGAnimationTrack类只实现了IAGAnimationTrack接口,如下图:
而AnimationTrack类不仅仅实现了1AnimationTrack接口,还实现了 1AGAnimationTrack接口,如下图:
1.1 后出现的不一定就节省力气
1.1.1 关键帧创建
在创建关键帧的时候两者差别不大,除了创建的时候的参数不一样,其他几乎没有变化,下面为使用IKeyframe创建的:
IKeyframe pKeyframe = new GlobeCameraKeyframeClass();
pKeyframe.Name = "Key" + Convert.ToString(_AnimationTrack.KeyframeCount + 1);
IScene pScene = globe.Globe as IScene;
pKeyframe.CaptureProperties(pScene, globe.GlobeDisplay.ActiveViewer.Camera);
_AnimationTrack.InsertKeyframe(pKeyframe, -1);
for (int index = 0; index < _AnimationTrack.KeyframeCount; index++)
{
_AnimationTrack.get_Keyframe(index).TimeStamp = (double)index / (double)(_AnimationTrack.KeyframeCount - 1);
}
下面为使用IAGKeyframe创建的:
public static void InsertKeyfr(IGlobe pGlobe, string pTrackName)
{
IAGAnimationTracks pTracks = pGlobe as IAGAnimationTracks;
IAGAnimationTrack _AnimationTrack = GetAGAnimationTrack(pTracks, pTrackName);
if (_AnimationTrack == null)
{
_AnimationTrack = new AGAnimationTrackClass();
_AnimationTrack.Name = pTrackName;
pTracks.AddTrack(_AnimationTrack);
}
IAGAnimationTrackKeyframes pAGKyeFrames = _AnimationTrack as IAGAnimationTrackKeyframes;
IAGKeyframe pKeyframe = new GlobeCameraKeyframeClass();
pKeyframe.Name = "Capture" + Convert.ToString(pAGKyeFrames.KeyframeCount + 1);
IScene pScene = pGlobe.GlobeDisplay.Scene; //还可以直接转换
pKeyframe.CaptureProperties(pGlobe as IAGAnimationContainer, pGlobe.GlobeDisplay.ActiveViewer.Camera);
(_AnimationTrack as IAGAnimationTrackKeyframes).InsertKeyframe(pKeyframe, -1);
for (int index = 0; index < pAGKyeFrames.KeyframeCount; index++)
{
pAGKyeFrames.get_Keyframe(index).TimeStamp = (double)index / (double)(pAGKyeFrames.KeyframeCount - 1);
}
//更新窗体;
}
1.1.1 关键帧获取
但是有的时候不带AG的比带了AG的方便,比如要获取一条轨迹的关键帧,使用IAnimationTrack接口的时候只需要下面两个步骤:
- IAnimationTrack.KeyframeCount
- IAnimationTrack.Keyframe
而IAGAnimationTrack接口则需要3个步骤:
- IAGAnimationTrackKeyframes
- IAGAnimationTrackKeyframes.KeyframeCount
- IAGAnimationTrackKeyframes.Keyframe
1.1.2 播放动画
而在播放动画的饿时候使用IAnimationTracks,我们只需要用下面的步骤代码:
在播放的时候用下面的代码是可以实现动画播放的:
IAnimationTracks pTracks = globe.Globe as IAnimationTracks;
for (int i = 0; i < pTracks.TrackCount; i++)
{
IAnimationTrack pTrack = pTracks.Tracks.get_Element(i) as IAnimationTrack;
pTrack.IsEnabled = true;//设置为true 才可以播放这条轨迹
}
DateTime startTime = DateTime.Now;
TimeSpan timeSpan;
double elapsedTime;
double duration = 10;
bool play = true;
do
{
timeSpan = (DateTime.Now).Subtract(startTime);
elapsedTime = timeSpan.TotalSeconds;
if (elapsedTime > duration)
{
play = false;
elapsedTime = duration;
}
pTracks.ApplyTracks(globe.GlobeDisplay.ActiveViewer, elapsedTime, duration);
globe.GlobeDisplay.RefreshViewers();
} while (play);
我们在前面说到了,带AG的接口提供的方法和属性和不带的非常类似,但下面的代码播放之后是不能实现动画播放的
for (int i = 0; i < pTracks.TrackCount; i++)
{
IAGAnimationTrack pAnimationTrack = pTracks.AGTracks.get_Element(i) as IAGAnimationTrack;
pAnimationTrack.IsEnabled = true;
}
DateTime startTime = DateTime.Now;
TimeSpan timeSpan;
double elapsedTime;
double duration = 10;
bool play = true;
do
{
timeSpan = (DateTime.Now).Subtract(startTime);
elapsedTime = timeSpan.TotalSeconds;
if (elapsedTime > duration)
{
play = false;
elapsedTime = duration;
}
pTracks.ApplyTracks(false, duration);
this.globe.GlobeDisplay.RefreshViewers();
} while (play);
如何才能播放呢,既然已经知道带AG的来自Animation库,那就应该在这个库中找,使用下面的接口:
如果对ArcGlobe的动画非常熟悉的朋友,应该知道这4个方法对应了播放工具上的四个操作,录制,破防。暂停和停止
private IAGAnimationEnvironment CreatAnimationEnvironment(IGlobe pGlobe)
{
DateTime startTime = DateTime.Now;
Double playTimeInterval = 10;
IBasicScene2 pBasicScene2 = pGlobe as IBasicScene2;
_pAGAnimationEnvironment = pBasicScene2.AnimationExtension.AnimationEnvironment;
_pAGAnimationEnvironment.IsIntervalPlay = true;
_pAGAnimationEnvironment.PlayInAllViewers = true;
_pAGAnimationEnvironment.PlayMode = esriAnimationPlayMode.esriAnimationPlayOnceForward;
_pAGAnimationEnvironment.AnimationDuration = playTimeInterval;
_pAGAnimationEnvironment.PlayType = esriAnimationPlayType.esriAnimationPlayTypeDuration;
_pAGAnimationEnvironment.PlayTime = playTimeInterval;
_pAGAnimationEnvironment.PutPlayInterval(0, playTimeInterval);//尤其关键,设置播放时间段。
_pAGAnimationEnvironment.RestoreState = true;
IArray pArr = new ArrayClass();
return _pAGAnimationEnvironment;
}
//List存放了我路径轨迹的名称
private void PlayAnimaiton(IGlobe pGlobe)
{
IAGAnimationTracks pAGAnimationTracks = pGlobe as IAGAnimationTracks;
IAGAnimationUtils pAGAnimationUtils = new AGAnimationUtilsClass();
IAGAnimationPlayer pAGAnimaitonPlayer = pAGAnimationUtils as IAGAnimationPlayer;
_pAGAnimationEnvironment = CreatAnimationEnvironment(pGlobe);
List pList = new List();
if (checkedListBoxtracks.SelectedItems.Count > 0)
{
for (int j = 0; j < checkedListBoxtracks.CheckedItems.Count; j++)
{
pList.Add(checkedListBoxtracks.CheckedItems[j].ToString());
}
}
for (int i = 0