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    • Installation
    • Introduction
    • Core Concepts
      • Key Data
      • VisAssets
      • Data Impressions
      • Basic Terminology
      • Media Folder
    • Getting Started Tutorials
      • Start Here - ABR Vis App
      • ABR Design Interface
      • ABR C# Visualization
      • Importing Data
      • Advanced Usage
    • Troubleshooting
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    VisAssets (Visualization Assets)

    VisAssets are visual building blocks or elements of a visualization sourced from real-world artifacts and materials. ABR currently supports four types of VisAssets:

    Name Colormap Line Texture Glyph
    Example
    C# Class ColormapVisAsset LineTextureVisAsset SurfaceTextureVisAsset GlyphVisAsset

    Using VisAssets in code:

    Each VisAsset has a unique identifier, known as a UUID (or a Guid in C# (Links to an external site.)) - this is the long hex number you may have seen in your ABR media folder. When programming with ABR, you'll need to use these UUIDs to load and reference VisAssets, since there's not an easy way to tell the computer "I want that blue linear colormap over there".

    The general process for loading VisAssets in C# scripts is:

    1. Find the UUID of the VisAsset you want. Usually this can be accomplished by right/two-finger clicking the VisAsset in question in a browser (either from the ABR Design Interface or the Sculpting Vis Library), then copy/pasting the long hex UUID from your browser's URL bar (e.g. 5a761a72-8bcb-11ea-9265-005056bae6d8).
    2. Create a Guid object to store this UUID.
    3. Load the VisAsset using VisAssetManager LoadVisAsset method.

    For example, in code, you might load a colormap like this (note the use of LoadVisAsset and Guid):

    ColormapVisAsset cmap = ABREngine.Instance.VisAssets.LoadVisAsset<ColormapVisAsset>(new Guid("5a761a72-8bcb-11ea-9265-005056bae6d8"));
    

    See the VisAssetManager for more details and example loading code.

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