In NASA WorldWind Java, I\'m using PointPlacemark to represent an image because it stays the same size regardless of zoom level. The problem is that I want to set the heading o
By combining the solution to this question and the CompassLayer logic that ties the screen tilt to the pitch.
Add this method to PointPlacemark.java (Taken from CompassLayer):
protected double computePitch(View view)
{
if (view == null)
return 0.0;
if (!(view instanceof OrbitView))
return 0.0;
OrbitView orbitView = (OrbitView) view;
return orbitView.getPitch().getDegrees();
}
And then in the doDrawOrderedRenderable(DrawContext dc, PickSupport pickCandidates, OrderedPlacemark opm) method, use this logic:
protected void doDrawOrderedRenderable(DrawContext dc, PickSupport pickCandidates, OrderedPlacemark opm)
{
if (this.isDrawLine(dc, opm))
this.drawLine(dc, pickCandidates, opm);
if (this.activeTexture == null)
{
if (this.isDrawPoint(dc))
this.drawPoint(dc, pickCandidates, opm);
return;
}
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
OGLStackHandler osh = new OGLStackHandler();
try
{
if (dc.isPickingMode())
{
// Set up to replace the non-transparent texture colors with the single pick color.
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_COMBINE);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_SRC0_RGB, GL2.GL_PREVIOUS);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_COMBINE_RGB, GL2.GL_REPLACE);
Color pickColor = dc.getUniquePickColor();
pickCandidates.addPickableObject(this.createPickedObject(dc, pickColor));
gl.glColor3ub((byte) pickColor.getRed(), (byte) pickColor.getGreen(), (byte) pickColor.getBlue());
}
else
{
gl.glEnable(GL.GL_TEXTURE_2D);
Color color = this.getActiveAttributes().getImageColor();
if (color == null)
color = PointPlacemarkAttributes.DEFAULT_IMAGE_COLOR;
gl.glColor4ub((byte) color.getRed(), (byte) color.getGreen(), (byte) color.getBlue(),
(byte) color.getAlpha());
}
// This was relocated from the check in version.
// Compute the scale
double xscale;
Double scale = this.getActiveAttributes().getScale();
if (scale != null)
xscale = scale * this.activeTexture.getWidth(dc);
else
xscale = this.activeTexture.getWidth(dc);
double yscale;
if (scale != null)
yscale = scale * this.activeTexture.getHeight(dc);
else
yscale = this.activeTexture.getHeight(dc);
double maxwh = Math.max(xscale, yscale);
// The image is drawn using a parallel projection.
// This came from the fix in https://stackoverflow.com/questions/49637844/worldwind-pointplacemark-pitch
osh.pushProjectionIdentity(gl);
gl.glOrtho(0d, dc.getView().getViewport().width, 0d, dc.getView().getViewport().height, -0.6 * maxwh, 0.6 * maxwh);
// Apply the depth buffer but don't change it (for screen-space shapes).
if ((!dc.isDeepPickingEnabled()))
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDepthMask(false);
// Suppress any fully transparent image pixels.
gl.glEnable(GL2.GL_ALPHA_TEST);
gl.glAlphaFunc(GL2.GL_GREATER, 0.001f);
// Adjust depth of image to bring it slightly forward
double depth = opm.screenPoint.z - (8d * 0.00048875809d);
depth = depth < 0d ? 0d : (depth > 1d ? 1d : depth);
gl.glDepthFunc(GL.GL_LESS);
gl.glDepthRange(depth, depth);
// The image is drawn using a translated and scaled unit quad.
// Translate to screen point and adjust to align hot spot.
osh.pushModelviewIdentity(gl);
gl.glTranslated(opm.screenPoint.x + this.dx, opm.screenPoint.y + this.dy, 0);
Double heading = getActiveAttributes().getHeading();
Double pitch = this.computePitch(dc.getView());
// Adjust heading to be relative to globe or screen
if (heading != null)
{
if (AVKey.RELATIVE_TO_GLOBE.equals(this.getActiveAttributes().getHeadingReference()))
heading = dc.getView().getHeading().degrees - heading;
else
heading = -heading;
}
// Apply the heading and pitch if specified.
if (heading != null || pitch != null)
{
gl.glTranslated(xscale / 2, yscale / 2, 0);
if (pitch != null)
gl.glRotated(pitch, 1, 0, 0);
if (heading != null)
gl.glRotated(heading, 0, 0, 1);
gl.glTranslated(-xscale / 2, -yscale / 2, 0);
}
// Scale the unit quad
gl.glScaled(xscale, yscale, 1);
if (this.activeTexture.bind(dc))
dc.drawUnitQuad(activeTexture.getTexCoords());
gl.glDepthRange(0, 1); // reset depth range to the OGL default
if (this.mustDrawLabel())
{
if (!dc.isPickingMode() || this.isEnableLabelPicking())
this.drawLabel(dc, pickCandidates, opm);
}
}
finally
{
if (dc.isPickingMode())
{
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, OGLUtil.DEFAULT_TEX_ENV_MODE);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_SRC0_RGB, OGLUtil.DEFAULT_SRC0_RGB);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_COMBINE_RGB, OGLUtil.DEFAULT_COMBINE_RGB);
}
gl.glDisable(GL.GL_TEXTURE_2D);
osh.pop(gl);
}
}
It will look like this: