/** * Computes the lat/lon of the pickPoint over the world map * * @param dc the current <code>DrawContext</code> * @param locationSW the screen location of the bottom left corner of the map * @param mapSize the world map screen dimension in pixels * @return the picked Position */ protected Position computePickPosition(DrawContext dc, Vec4 locationSW, Dimension mapSize) { Position pickPosition = null; Point pickPoint = dc.getPickPoint(); if (pickPoint != null) { Rectangle viewport = dc.getView().getViewport(); // Check if pickpoint is inside the map if (pickPoint.getX() >= locationSW.getX() && pickPoint.getX() < locationSW.getX() + mapSize.width && viewport.height - pickPoint.getY() >= locationSW.getY() && viewport.height - pickPoint.getY() < locationSW.getY() + mapSize.height) { double lon = (pickPoint.getX() - locationSW.getX()) / mapSize.width * 360 - 180; double lat = (viewport.height - pickPoint.getY() - locationSW.getY()) / mapSize.height * 180 - 90; double pickAltitude = 1000e3; pickPosition = new Position(Angle.fromDegrees(lat), Angle.fromDegrees(lon), pickAltitude); } } return pickPosition; }
/** * Compute the label's screen position from its geographic position. * * @param dc Current draw context. */ protected void computeGeometry(DrawContext dc) { // Project the label position onto the viewport Position pos = this.getPosition(); if (pos == null) return; this.placePoint = dc.computeTerrainPoint(pos.getLatitude(), pos.getLongitude(), 0); this.screenPlacePoint = dc.getView().project(this.placePoint); this.eyeDistance = this.placePoint.distanceTo3(dc.getView().getEyePoint()); boolean orientationReversed = false; if (this.orientationPosition != null) { // Project the orientation point onto the screen Vec4 orientationPlacePoint = dc.computeTerrainPoint( this.orientationPosition.getLatitude(), this.orientationPosition.getLongitude(), 0); Vec4 orientationScreenPoint = dc.getView().project(orientationPlacePoint); this.rotation = this.computeRotation(this.screenPlacePoint, orientationScreenPoint); // The orientation is reversed if the orientation point falls to the right of the screen // point. Text is // never drawn upside down, so when the orientation is reversed the text flips vertically to // keep the text // right side up. orientationReversed = (orientationScreenPoint.x <= this.screenPlacePoint.x); } this.computeBoundsIfNeeded(dc); Offset offset = this.getOffset(); Point2D offsetPoint = offset.computeOffset(this.bounds.getWidth(), this.bounds.getHeight(), null, null); // If a rotation is applied to the text, then rotate the offset as well. An offset in the x // direction // will move the text along the orientation line, and a offset in the y direction will move the // text // perpendicular to the orientation line. if (this.rotation != null) { double dy = offsetPoint.getY(); // If the orientation is reversed we need to adjust the vertical offset to compensate for the // flipped // text. For example, if the offset normally aligns the top of the text with the place point // then without // this adjustment the bottom of the text would align with the place point when the // orientation is // reversed. if (orientationReversed) { dy = -(dy + this.bounds.getHeight()); } Vec4 pOffset = new Vec4(offsetPoint.getX(), dy); Matrix rot = Matrix.fromRotationZ(this.rotation.multiply(-1)); pOffset = pOffset.transformBy3(rot); offsetPoint = new Point((int) pOffset.getX(), (int) pOffset.getY()); } int x = (int) (this.screenPlacePoint.x + offsetPoint.getX()); int y = (int) (this.screenPlacePoint.y - offsetPoint.getY()); this.screenPoint = new Point(x, y); this.screenExtent = this.computeTextExtent(x, y, this.rotation); }