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AVEVA™ XR Studio

Maps

  • Last UpdatedDec 16, 2023
  • 5 minute read

This topic is part of Specialized 2D Nodes.

Maps node

The Maps node can display a list of map images. It can display 3D point-related information, such as position of avatars, position of items and sensors, position of cameras). The map node manages the hints information overlay.

  • The Maps node is used inside Simulation module.

  • Being embedded in the Simulation module, there is generally no reason to instantiate other Maps nodes.

  • The Maps node must be configured to display the correct content.

Platform support

This node is supported on XR-Windows platform only.

XR-WIN

XR-P-WIN

XR-P-IOS

XR-P-AND

XR-P-WASM

Full support

No support

No support

No support

No support

Full support

No support

No support

No support

No support

Code example

This is a code example for Maps node.

<Maps name="maps" visible="false" visibleIngame="false" visibleHints="false" data="@def:simulation.maps@" position="460 140" size="1000 800" showAvatars="player0=@player0State.userName@,player1=@player1State.userName@,player2=@player2State.userName@,player3=@player3State.userName@"/>

Compass node

The Compass node is placed in overlay on the 3D rendering and updates in real time to always provide north direction.

Enable the compass

  • Set compassVisible to true.

Managing Maps and Hints Display

By default, a set of cameras appear over the map textures to use as jump points (showCameras) and a set of avatars to observe their positions and movements (showAvatars).

You can extend this information using the showNodes parameter, which accepts several type of nodes:

  • Items

  • Position sensors

  • Any other node with a name and a 3D position

For any item in the list, an icon and text display on the map.

Hints

Hints enable you to extend the information given by the maps. Hints display in the 3D visualization.

A hint displays an overlay text pinned to the corresponding node 3D position that shows text and the distance from the pinned position. If showDistanceInHints is set to false, then only the text displays.

You can activate hints using the visibleHints parameter. This displays information for all nodes in the showNodes list and all avatars in the showAvatars list, if the showAvatarsInHints parameter is set to true.

Managing the showNodes list

The showNodes list is a comma-separated list of node names. The list content can change and its modifications are reflected in real time in both maps and hint displays.

By default, the node text is set to the node group field, if present and not void, or to the node name in all the other cases.

You can redefine the values using the syntax nodeName = text.

Code example

A code example for showing nodes.

showNodes="valveXXX,positionSensorZZ,basicYY=a different text,valveXXX2"

Map fields

These are the fields for Maps node. Only the node-specific fields are indicated, not fields obtained by inheritance.

Field inheritance: NodeBase > Maps

Fields

Type

Use

Default value

Description

automaticMapIngame

sbool

Optional

false

If set to false, the in-game maps always display map with ID = 0. Otherwise, it can change automatically to update map according to avatar position.

currentCamera

sint

Optional

0

Currently selected camera.

currentCameraName

sstring

Optional

Currently selected camera name to display. The text for the map is taken from nodeInfo parameter, if set, or otherwise from camera name field.

currentMap

sint

Optional

0

Currently displayed map. The map ID can be automatically calculated but also forced from outside (like using the map selection buttons).

data

mdstring

Optional

Not set

Contains the map data. See Map configuration. Even if there is no default the parameter is configured in Simulation module to point @define:simulation.maps@ so the way to use is to configure this define.

hintsColorBorder

svec3

Optional

1 1 0

The border color for hints.

hintsColorText

svec3

Optional

1 1 1

The text color for hints.

hintsFont

sstring

Optional

Arial,Bold,12

The font used in hint display.

itemFont

sstring

Optional

Arial,Bold,12

The font used in nodes name display on the maps.

northAngle

sfloat

Optional

false

Angle expressed in degrees that represents the north direction. Zero (0) means toward Z axis.

numberOfCameras

sint

Read only

Internally calculated

Shows the number of cameras displayed in the currently visualized map.

numberOfMaps

sint

Read only

Internally calculated

Expose the number of maps read from data field content.

position

svec2

Optional

0 0

Screen position in grid points for placing the map.

positionCompass

svec2

Optional

1644 20

Screen position in grid points for compass.

positionIngame

svec2

Optional

1684 60

Screen position in grid points for in-game radar map.

size

svec2

Optional

1000 800

Map area size in grid points.

sizeCompass

svec2

Optional

256 256

Compass size.

sizeIngame

svec2

Optional

176 176

In game map size.

showAvatars

mstring

Optional

player0,player1,player2,player3

List of avatars to display on the maps.

showAvatarsInHints

sbool

Optional

true

Enables inclusion of avatars in hints display.

showCameras

mstring

Optional

List of cameras to display in the maps and to use as jump points.

showCompassInMaps

sbool

Optional

false

Set to true to print the compass over the maps display. This is not for in game map.

showDistanceInHints

sbool

Optional

true

Specifies whether to include the distance in display hints.

showNodes

mstring

Optional

List of nodes to display inside maps and hints.

useLocalAvatarForHints

sbool

Optional

false

When set to true, the hints distance is calculated based on the localAvatar position. Otherwise, hints distance is based on currentCamera position.

visible

sbool

Optional

false

Used to show/hide maps.

visibleCompass

sbool

Optional

false

Shows/hide compass.

visibleHints

sbool

Optional

false

Switches on and off the hints display.

visibleIngame

sbool

Optional

false

Shows/hides in-game radar map. This in-game map is rarely used.

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