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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.globe.terrain

import earth.worldwind.geom.Angle
import earth.worldwind.geom.Line
import earth.worldwind.geom.Sector
import earth.worldwind.geom.Vec3

/**
 * Surface of a planet or celestial object.
 * 
* Models the geometric surface defined by an ellipsoidal globe and its * associated elevations. Terrain uses the Cartesian coordinate system specified by a `GeographicProjection` and * is capable of representing both a 3D ellipsoid and a 2D map projection, though not simultaneously. *
*

Caching Terrain Queries

* * * Terrain implementations typically model a subset of the globe's surface at varying * resolution. In this case results from the methods `intersect` and `surfacePoint` cannot be cached. Either * method may fail to compute a result when the terrain surface has no geometry in the region queried, and even if * computation is successful the result is based on an unknown resolution. However, if the terrain implementation is * known to model a pre-determined resolution and region of interest results from the methods `intersect` and * `surfacePoint` may be cached. * * * @see GeographicProjection */ interface Terrain { /** * Indicates the geographic rectangular region that contains this terrain. The returned sector may contain * geographic areas where the terrain is nonexistent. */ val sector: Sector /** * Computes the first intersection of this terrain with a specified line in Cartesian coordinates. The line is * interpreted as a ray; intersection points behind the line's origin are ignored. If the line does not intersect * the geometric surface modeled by this terrain, this returns false and does not modify the result argument. * * @param line the line to intersect with this terrain * @param result a pre-allocated [Vec3] in which to return the intersection point * * @return true if the ray intersects this terrain, otherwise false */ fun intersect(line: Line, result: Vec3): Boolean /** * Computes the Cartesian coordinates of a geographic location on the terrain surface. If the latitude and longitude * are outside the geometric surface modeled by this terrain, this returns false and does not modify the result * argument. * * @param latitude the location's latitude * @param longitude the location's longitude * @param result a pre-allocated [Vec3] in which to store the computed X, Y and Z Cartesian coordinates * * @return true if the geographic location is on the terrain surface, otherwise false */ fun surfacePoint(latitude: Angle, longitude: Angle, result: Vec3): Boolean /** * Computes minimal and maximal height from available tiles with tile level offset not more than specified depth * * @param levelNumberDepth Level number offset from the most detailed available tile * @param result Float array containing min and max heights */ fun heightLimits(levelNumberDepth: Int, result: FloatArray) }




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