Пример #1
0
  protected List<Position> computePathPositions(
      Position startPosition, Position endPosition, Angle delta) {
    Angle dist = LatLon.greatCircleDistance(startPosition, endPosition);
    dist = dist.multiply(0.6);

    Angle azimuth = LatLon.greatCircleAzimuth(startPosition, endPosition);

    LatLon locA = LatLon.greatCircleEndPosition(startPosition, azimuth.add(delta), dist);

    dist = dist.multiply(0.9);
    LatLon locB = LatLon.greatCircleEndPosition(startPosition, azimuth.subtract(delta), dist);

    return Arrays.asList(startPosition, new Position(locA, 0), new Position(locB, 0), endPosition);
  }
  /**
   * Setup the view to a first person mode (zoom = 0)
   *
   * @param view the orbit view to set into a first person view.
   */
  protected void setupFirstPersonView(OrbitView view) {
    if (view.getZoom() == 0) // already in first person mode
    return;

    Vec4 eyePoint = view.getEyePoint();
    // Center pos at eye pos
    Position centerPosition = wwd.getModel().getGlobe().computePositionFromPoint(eyePoint);
    // 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(0);
    // Center pos
    view.setCenterPosition(centerPosition);
  }
 /**
  * Find out where on the terrain surface the eye would be looking at with the given heading and
  * pitch angles.
  *
  * @param view the orbit view
  * @param heading heading direction clockwise from north.
  * @param pitch view pitch angle from the surface normal at the center point.
  * @return the terrain surface point the view would be looking at in the viewport center.
  */
 protected Vec4 computeSurfacePoint(OrbitView view, Angle heading, Angle pitch) {
   Globe globe = wwd.getModel().getGlobe();
   // Compute transform to be applied to north pointing Y so that it would point in the view
   // direction
   // Move coordinate system to view center point
   Matrix transform = globe.computeSurfaceOrientationAtPosition(view.getCenterPosition());
   // Rotate so that the north pointing axes Y will point in the look at direction
   transform = transform.multiply(Matrix.fromRotationZ(heading.multiply(-1)));
   transform = transform.multiply(Matrix.fromRotationX(Angle.NEG90.add(pitch)));
   // Compute forward vector
   Vec4 forward = Vec4.UNIT_Y.transformBy4(transform);
   // Return intersection with terrain
   Intersection[] intersections =
       wwd.getSceneController().getTerrain().intersect(new Line(view.getEyePoint(), forward));
   return (intersections != null && intersections.length != 0)
       ? intersections[0].getIntersectionPoint()
       : null;
 }
  /**
   * 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);
    }
  }
Пример #5
0
  /**
   * Create the list of positions that describe the arrow.
   *
   * @param dc Current draw context.
   */
  protected void createShapes(DrawContext dc) {
    this.paths = new Path[2];

    int i = 0;

    Angle azimuth1 = LatLon.greatCircleAzimuth(this.position1, this.position2);
    Angle azimuth2 = LatLon.greatCircleAzimuth(this.position1, this.position3);

    Angle delta = azimuth2.subtract(azimuth1);
    int sign = delta.degrees > 0 ? 1 : -1;

    delta = Angle.fromDegrees(sign * 5.0);

    // Create a path for the line part of the arrow
    List<Position> positions = this.computePathPositions(this.position1, this.position2, delta);
    this.paths[i++] = this.createPath(positions);

    // Create a polygon to draw the arrow head.
    double arrowLength = this.getArrowLength();
    Angle arrowAngle = this.getArrowAngle();
    positions =
        this.computeArrowheadPositions(
            dc, positions.get(2), positions.get(3), arrowLength, arrowAngle);
    this.arrowHead1 = this.createPolygon(positions);
    this.arrowHead1.setLocations(positions);

    delta = delta.multiply(-1.0);
    positions = this.computePathPositions(this.position1, this.position3, delta);
    this.paths[i] = this.createPath(positions);

    positions =
        this.computeArrowheadPositions(
            dc, positions.get(2), positions.get(3), arrowLength, arrowAngle);
    this.arrowHead2 = this.createPolygon(positions);
    this.arrowHead2.setLocations(positions);
  }