/** * 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(); }
protected boolean areShapesIntersecting(Airspace a1, Airspace a2) { if ((a1 instanceof SphereAirspace) && (a2 instanceof SphereAirspace)) { SphereAirspace s1 = (SphereAirspace) a1; SphereAirspace s2 = (SphereAirspace) a2; LatLon location1 = s1.getLocation(); LatLon location2 = s2.getLocation(); double altitude1 = s1.getAltitudes()[0]; double altitude2 = s2.getAltitudes()[0]; boolean terrainConforming1 = s1.isTerrainConforming()[0]; boolean terrainConforming2 = s2.isTerrainConforming()[0]; // We have to compute the 3D coordinates of the sphere's center ourselves here. Vec4 p1 = terrainConforming1 ? this.getSurfacePoint(location1, altitude1) : this.getPoint(location1, altitude1); Vec4 p2 = terrainConforming2 ? this.getSurfacePoint(location2, altitude2) : this.getPoint(location2, altitude2); double r1 = s1.getRadius(); double r2 = s2.getRadius(); double d = p1.distanceTo3(p2); return d <= (r1 + r2); } return false; }
public void lookAt(Position lookAtPos, long timeToMove) { BasicFlyView view = (BasicFlyView) this.getView(); Vec4 lookDirection; double distanceToSurface; Vec4 currentLookAtPt = view.getCenterPoint(); Position newPosition; if (currentLookAtPt == null) { view.getGlobe().computePointFromPosition(lookAtPos); double elevAtLookAtPos = view.getGlobe().getElevation(lookAtPos.getLatitude(), lookAtPos.getLongitude()); newPosition = new Position(lookAtPos, elevAtLookAtPos + 10000); } else { Vec4 currentEyePt = view.getEyePoint(); distanceToSurface = currentEyePt.distanceTo3(currentLookAtPt); lookDirection = currentLookAtPt.subtract3(currentEyePt).normalize3(); Vec4 newLookAtPt = view.getGlobe().computePointFromPosition(lookAtPos); Vec4 flyToPoint = newLookAtPt.add3(lookDirection.multiply3(-distanceToSurface)); newPosition = view.getGlobe().computePositionFromPoint(flyToPoint); } ViewUtil.ViewState viewCoords = view.getViewState(newPosition, lookAtPos); FlyToFlyViewAnimator panAnimator = FlyToFlyViewAnimator.createFlyToFlyViewAnimator( view, view.getEyePosition(), newPosition, view.getHeading(), viewCoords.getHeading(), view.getPitch(), viewCoords.getPitch(), view.getEyePosition().getElevation(), viewCoords.getPosition().getElevation(), timeToMove, WorldWind.ABSOLUTE); this.gotoAnimControl.put(VIEW_ANIM_PAN, panAnimator); this.getView().firePropertyChange(AVKey.VIEW, null, this.getView()); view.firePropertyChange(AVKey.VIEW, null, view); }
/** * Add a vertex to the polygon's outer boundary. * * @param mousePoint the point at which the mouse was clicked. The new vertex will be placed as * near as possible to this point, at the elevation of the polygon. */ protected void addVertex(Point mousePoint) { // Try to find the edge that is closest to a ray passing through the screen point. We're trying // to determine // the user's intent as to which edge a new two control points should be added to. Line ray = this.wwd.getView().computeRayFromScreenPoint(mousePoint.getX(), mousePoint.getY()); Vec4 pickPoint = this.intersectPolygonAltitudeAt(ray); double nearestDistance = Double.MAX_VALUE; int newVertexIndex = 0; // Loop through the control points and determine which edge is closest to the pick point for (int i = 0; i < this.controlPoints.size(); i++) { ControlPointMarker thisMarker = (ControlPointMarker) this.controlPoints.get(i); ControlPointMarker nextMarker = (ControlPointMarker) this.controlPoints.get((i + 1) % this.controlPoints.size()); Vec4 pointOnEdge = AirspaceEditorUtil.nearestPointOnSegment(thisMarker.point, nextMarker.point, pickPoint); if (!AirspaceEditorUtil.isPointBehindLineOrigin(ray, pointOnEdge)) { double d = pointOnEdge.distanceTo3(pickPoint); if (d < nearestDistance) { newVertexIndex = i + 1; nearestDistance = d; } } } Position newPosition = this.wwd.getModel().getGlobe().computePositionFromPoint(pickPoint); // Copy the outer boundary list ArrayList<Position> positionList = new ArrayList<Position>(this.controlPoints.size()); for (LatLon position : this.getPolygon().getOuterBoundary()) { positionList.add((Position) position); } // Add the new vertex positionList.add(newVertexIndex, newPosition); this.getPolygon().setOuterBoundary(positionList); }
protected void onMoveTo( Position focalPosition, ViewInputAttributes.DeviceAttributes deviceAttributes, ViewInputAttributes.ActionAttributes actionAttribs) { BasicFlyView view = (BasicFlyView) this.getView(); if (view == null) // include this test to ensure any derived implementation performs it { return; } // We're treating a speed parameter as smoothing here. A greater speed results in greater // smoothing and // slower response. Therefore the min speed used at lower altitudes ought to be *greater* than // the max // speed used at higher altitudes. double smoothing = this.getScaleValueElevation(deviceAttributes, actionAttribs); if (!actionAttribs.isEnableSmoothing()) smoothing = 0.0; Vec4 currentLookAtPt = view.getCenterPoint(); if (currentLookAtPt == null) { currentLookAtPt = view.getGlobe().computePointFromPosition(focalPosition); } Vec4 currentEyePt = view.getEyePoint(); double distanceToSurface = currentEyePt.distanceTo3(currentLookAtPt); Vec4 lookDirection = currentEyePt.subtract3(currentLookAtPt).normalize3(); Vec4 newLookAtPt = view.getGlobe().computePointFromPosition(focalPosition); Vec4 flyToPoint = newLookAtPt.add3(lookDirection.multiply3(distanceToSurface)); Position newPosition = view.getGlobe().computePositionFromPoint(flyToPoint); ViewUtil.ViewState viewCoords = view.getViewState(newPosition, focalPosition); this.stopAnimators(); this.gotoAnimControl.put( VIEW_ANIM_HEADING, new RotateToAngleAnimator( view.getHeading(), viewCoords.getHeading(), smoothing, ViewPropertyAccessor.createHeadingAccessor(view))); this.gotoAnimControl.put( VIEW_ANIM_PITCH, new RotateToAngleAnimator( view.getPitch(), viewCoords.getPitch(), smoothing, ViewPropertyAccessor.createPitchAccessor(view))); double elevation = ((FlyViewLimits) view.getViewPropertyLimits()) .limitEyeElevation(newPosition, view.getGlobe()); if (elevation != newPosition.getElevation()) { newPosition = new Position(newPosition, elevation); } this.gotoAnimControl.put( VIEW_ANIM_POSITION, new MoveToPositionAnimator( view.getEyePosition(), newPosition, smoothing, ViewPropertyAccessor.createEyePositionAccessor(view))); view.firePropertyChange(AVKey.VIEW, null, view); }