/** * Performs one line of sight calculation between the reference position and a specified grid * position. * * @param gridPosition the grid position. * @throws InterruptedException if the operation is interrupted. */ protected void performIntersection(Position gridPosition) throws InterruptedException { // Intersect the line between this grid point and the selected position. Intersection[] intersections = this.terrain.intersect(this.referencePosition, gridPosition); if (intersections == null || intersections.length == 0) { // No intersection, so the line goes from the center to the grid point. this.sightLines.add(new Position[] {this.referencePosition, gridPosition}); return; } // Only the first intersection is shown. Vec4 iPoint = intersections[0].getIntersectionPoint(); Vec4 gPoint = terrain.getSurfacePoint( gridPosition.getLatitude(), gridPosition.getLongitude(), gridPosition.getAltitude()); // Check to see whether the intersection is beyond the grid point. if (iPoint.distanceTo3(this.referencePoint) >= gPoint.distanceTo3(this.referencePoint)) { // Intersection is beyond the grid point; the line goes from the center to the grid point. this.addSightLine(this.referencePosition, gridPosition); return; } // Compute the position corresponding to the intersection. Position iPosition = this.terrain.getGlobe().computePositionFromPoint(iPoint); // The sight line goes from the user-selected position to the intersection position. this.addSightLine(this.referencePosition, new Position(iPosition, 0)); // Keep track of the intersection positions. this.addIntersectionPosition(iPosition); this.updateProgress(); }