/** * 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 double computeLength(Globe globe, boolean followTerrain) { if (this.positions == null || this.positions.size() < 2) return -1; if (this.subdividedPositions == null) { // Subdivide path so as to have at least segments smaller then maxSegmentLenth. If follow // terrain, // subdivide so as to have at least lengthTerrainSamplingSteps segments, but no segments // shorter then // DEFAULT_MIN_SEGMENT_LENGTH either. double maxLength = this.maxSegmentLength; if (followTerrain) { // Recurse to compute overall path length not following terrain double pathLength = computeLength(globe, !followTerrain); // Determine segment length to have enough sampling points maxLength = pathLength / this.lengthTerrainSamplingSteps; maxLength = Math.min(Math.max(maxLength, DEFAULT_MIN_SEGMENT_LENGTH), getMaxSegmentLength()); } this.subdividedPositions = subdividePositions(globe, this.positions, maxLength, followTerrain, this.pathType); } // Sum each segment length double length = 0; Vec4 p1 = globe.computePointFromPosition(this.subdividedPositions.get(0)); for (int i = 1; i < subdividedPositions.size(); i++) { Vec4 p2 = globe.computePointFromPosition(this.subdividedPositions.get(i)); length += p1.distanceTo3(p2); p1 = p2; } return length; }
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; }
protected void render(DrawContext dc, Vec4 p1, Vec4 p2, double radius) { // To compute the rotation of the cylinder axis to the orientation of the vector between the // two points, // this method performs the same operation as Vec4.axisAngle() but with a "v2" of <0, 0, 1>. // Compute rotation angle double length = p1.distanceTo3(p2); Vec4 u1 = new Vec4((p2.x - p1.x) / length, (p2.y - p1.y) / length, (p2.z - p1.z) / length); double angle = Math.acos(u1.z); // Compute the direction cosine factors that define the rotation axis double A = -u1.y; double B = u1.x; double L = Math.sqrt(A * A + B * B); GL gl = dc.getGL(); // pushReferenceCenter performs the translation of the pipe's origin to point p1 and the // necessary // push/pop of the modelview stack. Otherwise we'd need to include a glPushMatrix and // gl.glTranslated(p1.x, p1.y, p1.z) above the rotation, and a corresponding glPopMatrix after // the // call to glCallIst. dc.getView().pushReferenceCenter(dc, p1); gl.glRotated(angle * TO_DEGREES, A / L, B / L, 0); gl.glScaled( radius, radius, length / 2); // length / 2 because cylinder is created with length 2 dc.getGL().glCallList(this.glListId); dc.getView().popReferenceCenter(dc); }
protected void requestTile(DrawContext dc, Tile tile) { Vec4 centroid = dc.getGlobe().computePointFromPosition(tile.getSector().getCentroid(), 0); if (this.getReferencePoint() != null) tile.setPriority(centroid.distanceTo3(this.getReferencePoint())); RequestTask task = new RequestTask(tile, this); this.getRequestQ().add(task); }
protected static boolean isNameVisible( DrawContext dc, PlaceNameService service, Position namePosition) { double elevation = dc.getVerticalExaggeration() * namePosition.getElevation(); Vec4 namePoint = dc.getGlobe() .computePointFromPosition( namePosition.getLatitude(), namePosition.getLongitude(), elevation); Vec4 eyeVec = dc.getView().getEyePoint(); double dist = eyeVec.distanceTo3(namePoint); return dist >= service.getMinDisplayDistance() && dist <= service.getMaxDisplayDistance(); }
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); }
/** * Reset the view to an orbit view state if in first person mode (zoom = 0) * * @param view the orbit view to reset */ protected void resetOrbitView(OrbitView view) { if (view.getZoom() > 0) // already in orbit view mode return; // Find out where on the terrain the eye is looking at in the viewport center // TODO: if no terrain is found in the viewport center, iterate toward viewport bottom until it // is found Vec4 centerPoint = computeSurfacePoint(view, view.getHeading(), view.getPitch()); // Reset the orbit view center point heading, pitch and zoom if (centerPoint != null) { Vec4 eyePoint = view.getEyePoint(); // Center pos on terrain surface Position centerPosition = wwd.getModel().getGlobe().computePositionFromPoint(centerPoint); // Compute pitch and heading relative to center position Vec4 normal = wwd.getModel() .getGlobe() .computeSurfaceNormalAtLocation( centerPosition.getLatitude(), centerPosition.getLongitude()); Vec4 north = wwd.getModel() .getGlobe() .computeNorthPointingTangentAtLocation( centerPosition.getLatitude(), centerPosition.getLongitude()); // Pitch view.setPitch(Angle.POS180.subtract(view.getForwardVector().angleBetween3(normal))); // Heading Vec4 perpendicular = view.getForwardVector().perpendicularTo3(normal); Angle heading = perpendicular.angleBetween3(north); double direction = Math.signum(-normal.cross3(north).dot3(perpendicular)); view.setHeading(heading.multiply(direction)); // Zoom view.setZoom(eyePoint.distanceTo3(centerPoint)); // Center pos view.setCenterPosition(centerPosition); } }
protected double computeHorizonDistance(Vec4 eyePoint) { double horizon = 0; // Compute largest distance to flat globe 'corners'. if (this.globe != null && eyePoint != null) { double dist = 0; Vec4 p; // Use max distance to six points around the map p = this.globe.computePointFromPosition(Angle.POS90, Angle.NEG180, 0); // NW dist = Math.max(dist, eyePoint.distanceTo3(p)); p = this.globe.computePointFromPosition(Angle.POS90, Angle.POS180, 0); // NE dist = Math.max(dist, eyePoint.distanceTo3(p)); p = this.globe.computePointFromPosition(Angle.NEG90, Angle.NEG180, 0); // SW dist = Math.max(dist, eyePoint.distanceTo3(p)); p = this.globe.computePointFromPosition(Angle.NEG90, Angle.POS180, 0); // SE dist = Math.max(dist, eyePoint.distanceTo3(p)); p = this.globe.computePointFromPosition(Angle.ZERO, Angle.POS180, 0); // E dist = Math.max(dist, eyePoint.distanceTo3(p)); p = this.globe.computePointFromPosition(Angle.ZERO, Angle.NEG180, 0); // W dist = Math.max(dist, eyePoint.distanceTo3(p)); horizon = dist; } return horizon; }
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); }