Autodesk.DataVisualization
ModelStructureInfo
Data class to deal with the structural information of a model.
new ModelStructureInfo(model)
Constructs an instance of ModelStructureInfo
object.
Parameters
model* Model | The model from which structural informationis to be generated. |
* Required
Examples
function onModelLoaded(event) {
const model = event.model;
const info = new Autodesk.DataVisualization.Core.ModelStructureInfo(model);
}
// Register to be notified when the model is fully loaded
viewer.addEventListener(Autodesk.Viewing.GEOMETRY_LOADED_EVENT,
onModelLoaded, { once: true });
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Methods
getLevelRoomsMap(keepRoomDetail, nodeName)
Gets the structural info and build level-to-rooms map.
Parameters
keepRoomDetail boolean | Whether to keep the roomdetailed properties after this call completes. |
nodeName string | Optional. Name of the node whose immediatechild nodes are to be retrieved. If this parameter is not supplied, orif it is an empty string, then the default value “Rooms” will be used. |
Returns
type | description |
---|---|
LevelRoomsMap | The level-to-rooms map |
generateSurfaceShadingData(devices, levels, nodeName)
Assigns client-defined devices to rooms based on their 3D space positions and the bounding box of each room, then generate hierarchical shading data based on the assignment.
Parameters
devices* Array.<RoomDevice> | The devices to be assigned to loaded rooms. |
levels | Optional. The level-to-rooms map. If noneis supplied, one will be generated internally. |
nodeName string | Optional. Name of the node whose immediatechild nodes are to be retrieved. If this parameter is not supplied, orif it is an empty string, then the default value “Rooms” will be used. |
* Required
Returns
type | description |
---|---|
SurfaceShadingData | The resulting SurfaceShadingData object. |
Examples
// 'devices' is a list of 'Device' objects in a 'Room'.
const info = new Autodesk.DataVisualization.Core.ModelStructureInfo(model);
const shadingData = await info.generateSurfaceShadingData(devices);
dataVizExtn.setupSurfaceShading(model, shadingData);