CityEngine-User_Interface_用户界面
CityEngine-User_Interface_用户界面

CityEngine-User_Interface_⽤户界⾯User Interface ⽤户界⾯This page gives a quick overview of the user interface of the CityEngine. On the one hand the main types of windows are described, and on the other hand basic functionalities like project management and navigation are shortly explained.本页给我们快速阐述了城市引擎的⽤户界⾯。
⼀⽅⾯描述了窗⼝的主要类型,另⼀⽅⾯简短的解释了诸如项⽬管理的基本函数。
The CityEngine Main Window城市引擎主窗⼝The user interface revolves around a main window, which consist of several sub-window components. The screenshot below shows a typical CityEngine modeling session.⽤户界⾯是由数个⼦窗⼝部件组成并循环出现在主窗⼝的四周,下⾯的截图显⽰为典型的城市引擎建模绘画框。
这个⽤户界⾯表⽰为⼀个打开的场景1: Navigator 导航器2: Scene Editor 场景编辑器3: CGA Shape Grammar Editor CGA形态语法编辑器4: First Viewport 第⼀视窗5: Second Viewport 第⼆视窗6: Inspector 检查员窗⼝7: The default area for the ConsoleCGA Problems, Progess, etc.默认区域控制台,CGA问题提⽰,进程等等。
cityengine水体规则 -回复

cityengine水体规则-回复CityEngine水体规则的介绍CityEngine 是一款专业的城市建模软件,具有强大的建模能力和高度的自动化特性。
其中一个重要的功能就是水体规则,它可以帮助用户快速而有效地创建逼真的水体场景,无论是河流、湖泊还是海洋都可以轻松模拟。
本文将逐步介绍CityEngine水体规则的使用方法和技巧。
第一步:下载与安装CityEngine首先,你需要到Esri官方网站下载CityEngine软件并完成安装。
CityEngine有免费试用版本和商业版本可供选择。
一旦安装完成,你就可以开始使用这个强大的城市建模软件了。
第二步:了解水体规则的基本概念在CityEngine中,水体规则用于创建各种水体元素,如河流、湖泊和海洋。
它基于一系列规则和限制条件,可以帮助用户快速生成逼真的水体效果。
第三步:使用水体规则创建河流要在CityEngine中创建河流,首先需要生成地形模型。
可以利用CityEngine内置的地形生成规则,也可以导入现有的DEM数据。
接下来,选择“水体”工具箱中的“河流”选项,并按照提示设置河流的起点和终点、宽度和深度等参数。
CityEngine会自动生成一条模拟河流,并根据地形和其他参数调整其形状和属性。
第四步:应用水体规则创建湖泊与创建河流的方法类似,要在CityEngine中创建湖泊,首先需要生成地形模型。
然后,使用“水体”工具箱中的“湖泊”选项,并按照提示设置湖泊的位置、形状和深度等参数。
CityEngine会自动在指定区域生成一个逼真的湖泊。
第五步:模拟海洋场景如果你想模拟一个海洋场景,CityEngine也提供了相应的水体规则。
首先,生成地形模型,并确保地形边缘与海洋边缘相接。
然后,选择“水体”工具箱中的“海洋”选项,并设置海洋的形状、深度、颜色等参数。
CityEngine 会根据你的设置自动创建逼真的海洋效果。
第六步:自定义水体规则除了CityEngine内置的水体规则,你还可以根据自己的需求自定义水体规则。
CityEngine入门之五技巧

CityEngine入门之五技巧
CityEngine可以很方便的建立起真实的城市风光。
在刚开始学习这个软件时会有无从下手的感觉,但随着学习的逐步深入你会发现它变得越来越简单。
在ArcGIS的资源中心有一些教程视频和数据模板会帮助我们更好的理解这个产品。
除此之外,在这里准备了CityEngine 里五个基本的功能与大家分享。
1 教程与事例数据的下载
通过菜单Help下的Download Tutorials and Examples打开Download Tutorials and Examples对话框,就可以选择你需要的教程与事例数据进行下载。
在下载数据状态窗口上可以选择后台运行使其不影响你正在进行的工作。
2 视图设置
在视图设置里可以很方便的使用场景灯光和一些参考信息如格网、坐标轴、指北针等;同样在视图设置里还列出了一些有关模型的显示设置如线框显示、实体显示、贴图显示等。
在这些设置的右面还给出了其快捷键以更方便地控制这些设置的开/关。
3 视图输出
通过视窗窗口的书签按钮下的保存快照功能可以保存场景快照。
导出的场景快照可以支持多种图片格式如PNG、JPG、TIFF等。
4 CityEngine 快捷键
通过菜单栏里help\Show Key Assist或者通过快捷键“CTRL + SHIFT + L”可以打开快捷的对话框列表。
5 窗口布局
在CityEngine里窗口菜单下的布局里提供了很多种已经设置好的界面布局以满足不同工作状态时的需求。
同时CityEngine也支持用户自定义页面布局。
Esri+CityEngine中文教程V1.0

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3 CGA 语法参考...................................................................................................18 3.1 常用命令...................................................................................................18 3.2 形状操作...................................................................................................18
2.2.1 工程文件组织 ..............................................................................................................5 2.2.2 导入、导出、刷新 ......................................................................................................5
2.4 SHAPES ........................................................................................................... 11 2.5 街道几何网络 ........................................................................................... 11 2.6 静态模型...................................................................................................13 2.7 基于规则建模...........................................................................................13 2.8 数据导入...................................................................................................14
cityengine规则

cityengine规则
CityEngine规则是一组程序指令,用于定义和生成3D城市和其他复杂的城市景观。
这些规则可以编写为脚本语言,也可以使用CityEngine的基本用户界面(GUI)创建。
CityEngine规则定义了建筑物、街道、街景和其他地标的形状、大小、纹理和其他属性。
使用规则可以省去手动建模的工作,并加快城市模型设计的速度和准确性。
CityEngine规则还允许用户控制特定于城市的特征,例如人口密度、土地用途、建筑风格和交通模式。
这些规则可以自动适应不同的场景和地理数据,并生成高度可视化的城市模型和动画。
CityEngine规则在GIS、游戏开发、演示和城市规划等行业中广泛使用。
CityEngine操作手册

CityEngine使用手册
1、创建一个新的CityEngine项目
File→New→CityEngine→CityEngine Project,点击Next,点击Finish。
2、创建一个新的场景
File→New→CityEngine→CityEngine Scene,场景文件new_scene.cej 一般放到scenes文件夹中。
3、将所需的各种资源放到assets文件夹中。
4、将数据(GIS data)放到data文件夹中。
5、创建街道网络/导入街道网络数据。
Layer →New Graph layer
创建街道网络:Graph →Grow Streets...,使用默认设置,点击Apply,点击Close。
6、赋予CGA规则文件。
CityEngine中建筑使用CGA 文件进行描述的。
选中一块区域,右击→Create Shapes...
选中刚刚创建的Shape(即Lot),在Inspector窗口中Rule File,选择一个cga规则文件,点击Open,在Viewport窗口中右击→Generate。
即可生成建筑模型。
在3D 视图中,选择一个shape。
在工具栏上选择Assign,然后选择规则文件*.Cga;或者直接将规则文件拖拽到shape上。
点击Generate,生成模型。
Esri CityEngine教程1:基本技能说明书

Tutorial 1: Essential skillsTable of ContentsTutorial 1: Essential skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Tutorial 1: Essential skillsDownload items•Tutorial data•Tutorial PDFSet up a new projectCreate a new project and sceneFirst, you'll create a new CityEngine project.Steps:1.Click File>New>CityEngine>CityEngine project.The Select a wizard dialog box appears.2.Click Next, name your project MyFirstCity, and click Finish.A new project is created and appears in the Navigator (by default, located in the upper left corner of the CityEnginewindow). The default folders that store your project data, such as assets, rules, and scenes, are already present, thoughempty.Next, you'll create a new scene.3.Click File>New>CityEngine>CityEngine scene.The CityEngine Scene dialog box appears.Copy rules and assetsLater in this tutorial, you'll need rule files and assets for the generation of the building models. You copy these files from the main Tutorial 1: Essential Skills project, which you should already have linked to your workspace.Now you'll copy all necessary files from the downloaded Tutorial 1 project into your new project.Steps:e copy paste(Windows and Linux:Ctrl-C and Ctrl-V/Mac OS:Command-C and Command -V) on your keyboard orfrom the right mouse button context menu.2.Copy the contents of both the assets and rules folders.Your Navigator should look like the following screen shot:First street layoutRandom street growAfter the new project has been set up, you’re ready to start creating the first street layout in your newly created scene.First, you'll create a street network.Steps:1.Click the viewport to make it the active window.2.Click Graph>Grow Streets.The Grow Streets dialog box appears.3.Keep the default settings for now.4.Click Apply, and close the dialog box.Approximately 500 streets were created, but you can't see them all in the viewport until you frame the view.5.Press the A key to frame all objects in the viewport. Your viewport should look similar to the following screen shot:Your Scene Editor should now contain a new Streetnetwork layer, containing a network of blocks, graph segments, andshapes. It should look similar to the following screen shot:Navigation and selectionNavigationNavigating in the viewport is one of the most essential skills a CityEngine user has to master. This section looks at the different navigation schemes available.Steps:1.Click Edit>Preferences>General>Navigation Devices>Mouse.The Current Mouse Scheme drop-down menu lists the available schemes of other 3D apps.Note:For those who have a 3D Connexion 3D Mouse (/), there are specificpreferences for that.You'll focus on the default navigation scheme. The options are shown in the following table:Tip:SelectionTo interact and edit the objects in your scene, you need to select them. Start the Selection Tool using the mouse button or (press the Q key). Select the objects by clicking in the viewport.Note:Selection typesThe selection types are described in the following table:Selection type ResultSingle click Selects a single objectRight-to-left rectangular selection Selects all objects inside or touching the selection rectangleLeft-to-right rectangular selection Selects all objects completely within the selection rectangleThe left-to-right rectangular selection is usually used to select tiny objects such as single Street Graph Nodes when there are many objects occupying the same space.Modifier keysThe Ctrl and Shift keys toggle the different selection modes. The modes are also listed in the Select Tool submenu in the toolbar.Selection context menuOnce you have a selection, the right mouse button context menu contains entries with which you can select additional elements.The selection items are described in the following table:Selection mode Selection element(s)Select Objects of Same Type Types: shapes, graph nodesSelect Objects of Same Group:In the same block/streetSelect Objects with Same Rule File Same rule file assigned (on all visible layers)Select Objects with Same Start Rule:Same start rule (on all visible layers)Model generation with rules3D model generationCityEngine is a procedural modeling application. This means that CityEngine uses rules to generate the 3D model.Assign rulesIn this tutorial, the rules are already provided. You'll use them now.Steps:1.Select one block, and change its subdivision parameters in the Inspector from Recursive Subdivision to OffsetSubdivision as shown in the following screen shot:For more information on block subdivision and dynamic city layouts, see Tutorial 2: Terrain and dynamic city layouts.2.Select one shape within the block, and use the context menu to Select Objects of Same Group.3.Drag and drop the building.cga rule file onto the selected shapes (highlighted orange).After dropping the rule onto the shapes, the model generation is automatically started. Your first buildings appear. Make sure the visibility of models is activated by toggling with F12.Generated models can also be deleted in the right mouse button context menu.4.Select the footprint shape again, and click Ctrl+G(Mac OS:Command+G) or use the Generate button on the toolbar togenerate the model on the selected shape.New variations of the buildings can be created by changing the seed value.e the Update Seed and Generate new Model button on the toolbar or click Ctrl+Shift+G(Mac OS:Command+Shift+G).The following image shows an example of different seed values:6.Manually edit the rule’s building height parameter in the Inspector:Once you manually change attributes in the Inspector it will become bold and override the definitions of the rule.7.Reset the attributes to the building.cga rule definitions by right-clicking the arrow next to the attribute in the Inspectorand choosing Reset user attributes.Rule editingExplore a rule fileCityEngine’s rule system uses CGA code, a dedicated scripting language unique to CityEngine. Because CGA is a scripting language, it offers you a generic and flexible tool to create 3D models for all types of cities. From modern to contemporary, from ancient to futuristic, anything’s possible.Explore the provided rule you've been using so far.Steps:1.Open the building.cga rule in the Rule Editor by either double-clicking the CGA rule file in the Navigator or using theRule File link in the Inspector.2.Start editing the building.cga rule in the Rule Editor.Edit the rule fileSteps:1.The building has a random height value of 22.82.2.The height is now defined as a random value between 15 and 80.3.Save the rule.4.Regenerate the building by clicking the Update Seed and Generate Models button or pressing Cntrl + Shift+ G on your keyboard.The building now has a random height value of 72.02.Note:The reason you use the Update Seed and Generate Models button is becauseregenerating the building.5.Add roof geometry by adding a new Rule named Roof to the building.cga rule. To do this, do the following:a.b.c.Save the rule.6.Regenerate the building, but this time, click the Generate Models button or press Cntrl + G on yourkeyboard. By doing this, you will keep the building height at 72.02 and see the new roof geometry.。
02-CityEngine入门基础

城市向导
流程步骤:
– 创建道路网络; – 生成道路和地块; – 赋予规则生成模型;
主菜单点击File->New…->CityEngine->City Wizard
练习(2.2.2)
根据城市模板创建三维城市
看和编辑所选对象的细节参数信 息。
5 Navigator:资源管理面板,工作空间工程管理与文件预览。 6 Second Viewport:第二个3D视窗,采用顶视图(Top Camera)方式。
7 Log for Errors/ Console:日志窗口、CGA规则控制台输出窗口、CGA编译器错
误和警告问程
工程文件组织
所创建的工程,自动生成统一的组织目录
工程获得
两种方法:
– 自身创建工程(城市向导或自定义创建)
• 自定义创建 • 主菜单File->New…->CityEngine->CityEngine Project • 所创建的工程为空,内容需要自己丰富
窗口管理
按照个人的使用习惯来调整窗口的位置以及布局方式
窗口快速布局方式, 主菜单Window->Layout
控制各类型窗口的显示, 主菜单Window
练习(2.4.3)
认识用户界面及窗口布局
工程管理
工程管理
CE中,以“工程”为单位进行管理
– 工程默认存储工作空间(“C:\Users\Administrator\CityEngine”) – 切换工作空间(“主菜单File->Switch Workspace”)
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User Interface 用户界面This page gives a quick overview of the user interface of the CityEngine. On the one hand the main types of windows are described, and on the other hand basic functionalities like project management and navigation are shortly explained.本页给我们快速阐述了城市引擎的用户界面。
一方面描述了窗口的主要类型,另一方面简短的解释了诸如项目管理的基本函数。
The CityEngine Main Window城市引擎主窗口The user interface revolves around a main window, which consist of several sub-window components. The screenshot below shows a typical CityEngine modeling session.用户界面是由数个子窗口部件组成并循环出现在主窗口的四周,下面的截图显示为典型的城市引擎建模绘画框。
这个用户界面表示为一个打开的场景1: Navigator 导航器2: Scene Editor 场景编辑器3: CGA Shape Grammar Editor CGA形态语法编辑器4: First Viewport 第一视窗5: Second Viewport 第二视窗6: Inspector 检查员窗口7: The default area for the ConsoleCGA Problems, Progess, etc.默认区域控制台,CGA问题提示,进程等等。
Individual sub-windows can be opened in the menu Window. Each window can have multiple tabs, which can be freely arranged via drag'n'drop. By dragging a tab into the corresponding half of another window, the tab becomes a single window. Most windows (except the editors) can also be detached. The window layout configuration (a "perspective ") can be stored and loaded via Windows → Layout → .... For example for grammar editing we recommend the corresponding default perspective.个别子窗口能在菜单栏的窗口中打开。
每个窗口拥有多个标签,并可以被自由的通过拖曳安排布局。
通过拖曳一个标签到相应的另一个窗口的一半位置,标签将变成一个独立的窗口。
大多数窗口(除了编辑器)都能被关闭。
窗口布局结构(a "perspective")能通过Windows → Layout → .... 加载多个,例如语法编辑窗口是我们推荐的标准窗口。
In the following the different sub-window types and their main functions are described.以下是不同子窗口类型及主要功能描述。
导航器导航器是描述被使用的项目和场景管理,因此窗口显示为打开或者链接进来的工作空间。
一个新的项目可以通过创建。
以下是一个标准项目的文件夹构成。
应用于生成三维模型的图形语言。
它能置入.obj格式文件(附和任意.mtl文件)包含纹理和其他格式。
这个文件夹包含一些常用数据。
例如一些以组或者块的模型(.obj组文件)将被存储在这里。
他们能以shape图层导入到城市引擎里面,其图形语言规则也会被导入。
存储例如视图快照存储使用中的map 图层里面的图片,例如高度和水纹理以.cga格式,存储CGA图形规则语言以.cej格式存储城市引擎文件Besides project management, other main function done in this window are the opening of a scene via double-click, assigning CGA shape grammar rules to theselection via corresponding right-mouse-button, investigating assets via left-click (they appear in the Inspector window then), or refreshing folders via F5 (usefulwhen assets are modified or for collaborative working environments i.e. a project is shared on the network and rules, scenes etc. have been added/modified).In addition, the file navigator can inspect selected files. In the case of CGA rule files, the functions and rules are listed. Clicking on entries in the CGA file inspector willlet CGA Shape Editor to scroll to the corresponding entry in the rule file. Hence the file navigator inspector is a powerful tool to navigate in a rule file.除项目管理之外,其他主要功能作用于窗口中通过双击打开文件,CGA图形语言规则通过选择图形和鼠标右键,asset调查属性通过左键单击(然后会出现在检查窗口),或者通过F5刷新文件夹(这样针对联合工作环境,某个网络共享的工程、规则或者场景的变动的asset修改就会被正确附加进来)。
此外,文件导航器能检查所选择的文件,就CGA规则文件的来说,其函数和规则会以表显示,点击CGA文件,检查窗口会滚动到相应的CGA图形编辑器位置并出现规则文件打开对话框。
因此,文件导航器是一个强大的规则文件导航工具。
Scene EditorThis window is the central place where you manage your scene. A CityEngine scene is organized in layers. Currently, five different layer types exist: ▪Environment Layers control common 3D viewport parameters such as scene's panorama or the scene light. Both layers are configured using theinspector.▪Map Layers contain arbitrary maps (images) and can be used to globally control object attributes.▪Graph Layers contain street networks and blocks, dynamically generated shapes and generated models.▪Shape Layers contain static shapes, typically building lots used for generating CGA models.场景编辑器这个窗口主要控制管理你的场景,城市引擎场景是以层级别组成的,当前图例包含了5种不同类型的层方式。
环境控制层表现于3D视窗的显示灯光和全景天,这两个层在检查器中可编辑。
纹理控制层总体控制物体属性中的专有贴图或纹理曲线控制层控制道路和街道,动态产生二维图形和模型模型控制层用于CGA模型所构成的静态二维图形,代表性建筑The Scene Editor with a graph layer, two inital shape layers and a layer with generated models.此场景编辑器包含一个图标层,两个初始图形层和一个模型产生层The layers tree allows you to navigate, delete or duplicate the layers and its objects as well as control the visibility of objects in the tree through thesearch field. The visibility of each layer in the viewport can be toggled by clicking on the "eye" symbol left to the layer name.In the case where building lots or mass models have been already modeled with an external program, these can be imported as shape layers. First, you have to convert your shapes into a grouped obj file (each group corresponds one shape). Afterwards copy it into the data folder of your project and import it via File → Import → CityEngine Layers → OBJ Import → ... or via right-mouse-button on the .obj file in the Navigator. Afterwards, CGA rules can be applied in the typical way on these imported meshes.层级树允许你控制,删除或者拷贝,每个层以及所包含的物体不但可以控制可见性,通过开启和关闭左边的眼睛图标达到在这种情况下,在外部所编辑的大量及块模型就能以import 方式作为图形层应用,首先,必须将外部图形以组形式的obj 格式(每个组对应相同的一个图形),然后,复制obj 到所在工程的Data 文件夹中,通过import 它 File → Import → CityEngine Layers → OBJ Import → ...或者在导航器使用右键点击obj 文件,既而CGA 规则将以默认形式应用于你所导入的模型上。