ConfigWiseSDK Documentation Beta

Class Canvas​Adapter

public class CanvasAdapter

Initializers

init()

public init()

Properties

management​Delegate

var managementDelegate: CanvasManagementDelegate?

scene​View

var sceneView: SCNView?

is​Empty

var isEmpty: Bool

glow​Color

var glowColor: CIColor = CIColor.blue

content​Node

let contentNode

model​Highlighting​Mode

var modelHighlightingMode: ModelHighlightingMode = .glow

camera​Control​Enabled

var cameraControlEnabled = false

reset​Camera​Properties​OnFocus​ToCenter

var resetCameraPropertiesOnFocusToCenter = false

model​Selection​Enabled

var modelSelectionEnabled = false

ground​Enabled

var groundEnabled = false

ground​Color

var groundColor: UIColor?

scene​Environment

var sceneEnvironment: SceneEnvironment = .basicLight

selected​Model​Node

var selectedModelNode: ModelNode?

snappings​Enabled

var snappingsEnabled = true

overlapping​OfModels​Allowed

var overlappingOfModelsAllowed = false

show​Sizes

var showSizes = false

gestures​Enabled

var gesturesEnabled = false

Methods

refresh()

public func refresh()

handle​Pan​Gesture(recognizer:​)

@objc public func handlePanGesture(recognizer: UIPanGestureRecognizer)

handle​Pinch​Gesture(recognizer:​)

@objc public func handlePinchGesture(recognizer: UIPinchGestureRecognizer)

handle​Rotation​Gesture(recognizer:​)

@objc public func handleRotationGesture(recognizer: UIRotationGestureRecognizer)

handle​Single​Tap​Gesture(recognizer:​)

@objc public func handleSingleTapGesture(recognizer: UITapGestureRecognizer)

handle​Double​Tap​Gesture(recognizer:​)

@objc public func handleDoubleTapGesture(recognizer: UITapGestureRecognizer)

handle​Long​Press​Gesture(recognizer:​)

@objc public func handleLongPressGesture(recognizer: UILongPressGestureRecognizer)

camera​Rotate(xRadians:​yRadians:​)

public func cameraRotate(xRadians: Float, yRadians: Float)

focus​ToCenter(animate:​reset​Camera​Zoom:​reset​Camera​Orientation:​)

public func focusToCenter(animate: Bool = true, resetCameraZoom: Bool = false, resetCameraOrientation: Bool = false)

assign​Scene​Lighting​Environment(from:​block:​)

public func assignSceneLightingEnvironment(from sceneEntity: SceneEntity?, block: @escaping (Error?) -> Void)

reset​Selection()

public func resetSelection()

select​Model​ById(id:​)

public func selectModelById(id: String)

add​Model(model​Node:​position:​rotation:​select​Model:​close​ToPosition:​notify​Management​Delegate:​)

public func addModel(modelNode: ModelNode, position: SCNVector3? = nil, rotation: SCNVector4? = nil, selectModel: Bool = false, closeToPosition: SCNVector3? = nil, notifyManagementDelegate: Bool = true)

remove​Model​By(id:​)

public func removeModelBy(id: String)

remove​Models()

public func removeModels()

assign​Material​ToModel(model​Id:​node​Names​OrNode​Ids:​material​Id:​material:​)

public func assignMaterialToModel(modelId: String, nodeNamesOrNodeIds: [NodeNameOrNodeId], materialId: String?, material: SCNMaterial?)

replace​Previously​Assigned​Material(material​Id:​material:​)

public func replacePreviouslyAssignedMaterial(materialId: String, material: SCNMaterial?)