commonMain.earth.worldwind.GoToAnimator.kt Maven / Gradle / Ivy
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The WorldWind Kotlin SDK (WWK) includes the library, examples and tutorials for building multiplatform 3D virtual globe applications for Android, Web and Java.
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package earth.worldwind
import earth.worldwind.geom.Location
import earth.worldwind.geom.LookAt
import earth.worldwind.geom.Position
import earth.worldwind.geom.Vec3
import kotlinx.coroutines.Job
import kotlinx.coroutines.delay
import kotlinx.coroutines.isActive
import kotlinx.coroutines.launch
import kotlinx.datetime.Clock
import kotlinx.datetime.Instant
import kotlin.math.abs
import kotlin.math.max
import kotlin.math.min
import kotlin.math.roundToInt
/**
* Incrementally and smoothly moves the Camera to a specified position.
*/
open class GoToAnimator(
/**
* The [WorldWind] engine associated with this animator.
*/
protected val engine: WorldWind
) {
/**
* The frequency in milliseconds at which to animate the position change.
*/
var animationFrequency = 20L
/**
* The animation's duration, in milliseconds. When the distance is short, less than twice the viewport
* size, the travel time is reduced proportionally to the distance to travel. It therefore takes less
* time to move shorter distances.
*/
var travelTime = 3000
/**
* Main scope to launch animation
*/
protected val mainScope get() = engine.renderResourceCache.mainScope
/**
* A temp variable used to hold the current view as a look at during calculations. Using an object level temp
* property negates the need for ad-hoc allocations and reduces load on the garbage collector.
*/
protected val lookAt = LookAt()
protected var animationJob: Job? = null
protected var completionCallback: ((GoToAnimator) -> Unit)? = null
protected var targetPosition: Position? = null
protected var startPosition: Position? = null
protected var startTime = Instant.DISTANT_PAST
protected var maxAltitude = 0.0
protected var maxAltitudeReachedTime = Instant.DISTANT_PAST
protected var panVelocity = 0.0
protected var rangeVelocity = 0.0
/**
* Stop the current animation.
*/
fun cancel() { animationJob?.cancel() }
/**
* Moves the camera to a specified look at location or position.
*
* @param position The [Location] or [Position] to move the camera to. If this
* argument contains an "altitude" property, as [Position] does, the end point of the navigation is
* at the specified altitude. Otherwise, the end point is at the current altitude of the camera.
* @param completionCallback If not null, specifies a function to call when the animation completes.
* The completion callback is called with a single argument, this animator.
*/
open fun goTo(position: Location, completionCallback: ((GoToAnimator) -> Unit)? = null) {
if (engine.viewport.isEmpty) return
this.completionCallback = completionCallback
engine.cameraAsLookAt(lookAt)
// Capture the target position and determine its altitude.
val targetPosition = Position(
position.latitude, position.longitude, if (position is Position) position.altitude else lookAt.range
).also { targetPosition = it }
// Capture the start position and start time.
val startPosition = Position(lookAt.position.latitude, lookAt.position.longitude, lookAt.range).also { startPosition = it }
startTime = Clock.System.now()
// Determination of the pan and range velocities requires the distance to be travelled.
var animationDuration = travelTime
val panDistance = startPosition.greatCircleDistance(targetPosition)
// Determine how high we need to go to give the user context. The max altitude computed is approximately
// that needed to fit the start and end positions in the same viewport assuming a 45 degree field of view.
val pA = engine.globe.geographicToCartesian(startPosition.latitude, startPosition.longitude, 0.0, Vec3())
val pB = engine.globe.geographicToCartesian(targetPosition.latitude, targetPosition.longitude, 0.0, Vec3())
maxAltitude = pA.distanceTo(pB)
// Determine an approximate viewport size in radians in order to determine whether we actually change
// the range as we pan to the new location. We don't want to change the range if the distance between
// the start and target positions is small relative to the current viewport.
val viewportSize = engine.pixelSizeAtDistance(startPosition.altitude) *
engine.viewport.width / engine.globe.equatorialRadius
// Start and target positions are close, so don't back out.
if (panDistance <= 2 * viewportSize) maxAltitude = startPosition.altitude
// We need to capture the time the max altitude is reached in order to begin decreasing the range
// midway through the animation. If we're already above the max altitude, then that time is now since
// we don't back out if the current altitude is above the computed max altitude.
maxAltitudeReachedTime = if (maxAltitude <= lookAt.range) Clock.System.now() else Instant.DISTANT_PAST
// Compute the total range to travel since we need that to compute the range velocity.
// Note that the range velocity and pan velocity are computed so that the respective animations, which
// operate independently, finish at the same time.
val rangeDistance = if (maxAltitude > startPosition.altitude) {
max(0.0, maxAltitude - startPosition.altitude) + abs(targetPosition.altitude - maxAltitude)
} else {
abs(targetPosition.altitude - startPosition.altitude)
}
// Determine which distance governs the animation duration.
val animationDistance = max(panDistance, rangeDistance / engine.globe.equatorialRadius)
if (animationDistance == 0.0) return // current and target positions are the same
if (animationDistance < 2 * viewportSize) {
// Start and target positions are close, so reduce the travel time based on the
// distance to travel relative to the viewport size.
animationDuration = min(((animationDistance / viewportSize) * travelTime).roundToInt(), travelTime)
}
// Don't let the animation duration go to 0.
animationDuration = max(1, animationDuration)
// Determine the pan velocity, in radians per millisecond.
panVelocity = panDistance / animationDuration
// Determine the range velocity, in meters per millisecond.
rangeVelocity = rangeDistance / animationDuration // meters per millisecond
// Set up the animation timer.
setUpAnimationTimer()
}
protected open fun setUpAnimationTimer() {
animationJob?.cancel()
animationJob = mainScope.launch {
delay(animationFrequency)
if (!isActive || !update()) completionCallback?.invoke(this@GoToAnimator) else setUpAnimationTimer()
}
}
/**
* This is the timer callback function. It invokes the range animator and the pan animator.
*/
protected open fun update(): Boolean {
val currentPosition = Position(lookAt.position.latitude, lookAt.position.longitude, lookAt.range)
val continueUpdateRange = updateRange(currentPosition)
val continueUpdateLocation = updateLocation(currentPosition)
WorldWind.requestRedraw()
return continueUpdateRange || continueUpdateLocation
}
/**
* This function animates the range.
*/
protected open fun updateRange(currentPosition: Position): Boolean {
val startPosition = startPosition ?: return false
val targetPosition = targetPosition ?: return false
// If we haven't reached the maximum altitude, then step-wise increase it. Otherwise, step-wise change
// the range towards the target altitude.
val continueAnimation = if (maxAltitudeReachedTime == Instant.DISTANT_PAST) {
val elapsedTime = Clock.System.now() - startTime
val nextRange = min(startPosition.altitude + rangeVelocity * elapsedTime.inWholeMilliseconds, maxAltitude)
// We're done if we get withing 1 meter of the desired range.
if (abs(lookAt.range - nextRange) < 1) maxAltitudeReachedTime = Clock.System.now()
lookAt.range = nextRange
true
} else {
val elapsedTime = Clock.System.now() - maxAltitudeReachedTime
val nextRange = if (maxAltitude > targetPosition.altitude) {
max(maxAltitude - (rangeVelocity * elapsedTime.inWholeMilliseconds), targetPosition.altitude)
} else {
min(maxAltitude + (rangeVelocity * elapsedTime.inWholeMilliseconds), targetPosition.altitude)
}
lookAt.range = nextRange
// We're done if we get withing 1 meter of the desired range.
abs(lookAt.range - targetPosition.altitude) > 1
}
engine.cameraFromLookAt(lookAt)
return continueAnimation
}
/**
* This function animates the pan to the desired location.
*/
protected open fun updateLocation(currentPosition: Position): Boolean {
val startPosition = startPosition ?: return false
val targetPosition = targetPosition ?: return false
val elapsedTime = Clock.System.now() - startTime
val distanceTravelled = startPosition.greatCircleDistance(currentPosition)
val distanceRemaining = currentPosition.greatCircleDistance(targetPosition)
val azimuthToTarget = currentPosition.greatCircleAzimuth(targetPosition)
val distanceForNow = panVelocity * elapsedTime.inWholeMilliseconds
val nextDistance = min(distanceForNow - distanceTravelled, distanceRemaining)
val nextLocation = currentPosition.greatCircleLocation(azimuthToTarget, nextDistance, Location())
var locationReached = false
lookAt.position.latitude = nextLocation.latitude
lookAt.position.longitude = nextLocation.longitude
engine.cameraFromLookAt(lookAt)
// We're done if we're within a meter of the desired location.
if (nextDistance < 1.0 / engine.globe.equatorialRadius) locationReached = true
return !locationReached
}
}
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