WorldWind PointPlacemark Heading

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梦毁少年i
梦毁少年i 2021-02-15 12:37

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

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  • 2021-02-15 13:32

    What you want to achieve is scale your polygon based on the eye position of the camera, and keep the polygon oriented on the map.

    You could try to update your second solution and add a RenderingListener ro update the size of your polygon before rendering:

    wwd.addRenderingListener(new RenderingListener()
    {
        public void stageChanged(RenderingEvent event)
        {
            if (RenderingEvent.BEFORE_RENDERING.equals(event.getStage())
            {
                 if (wwd.getView() != null && wwd.getView().getEyePosition() != null) {
                     // compute distance between eyePosition and object position, and set the scale.
                 }
    
            }
        }
    });
    
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  • 2021-02-15 13:34

    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:

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