commonMain.earth.worldwind.layer.graticule.AbstractGraticuleTile.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.layer.graticule
import earth.worldwind.geom.Sector
import earth.worldwind.geom.Sector.Companion.fromDegrees
import earth.worldwind.geom.Vec3
import earth.worldwind.render.RenderContext
import earth.worldwind.util.AbstractTile
abstract class AbstractGraticuleTile(open val layer: AbstractGraticuleLayer, sector: Sector) : AbstractTile(sector) {
val gridElements = mutableListOf()
/**
* Flag to avoid recursive renderables creation if tile should not have elements by design
*/
private var shouldCreateRenderables = true
private val scratchVector = Vec3()
open fun isInView(rc: RenderContext) = rc.globe.projectionLimits?.let { intersectsSector(it) } != false &&
intersectsSector(rc.terrain.sector) && intersectsFrustum(rc) && isFacingCamera(rc)
open fun getSizeInPixels(rc: RenderContext): Double {
val centerPoint = layer.getSurfacePoint(rc, sector.centroidLatitude, sector.centroidLongitude)
val distance = rc.cameraPoint.distanceTo(centerPoint)
val tileSizeMeter = sector.deltaLatitude.inRadians * rc.globe.equatorialRadius
return tileSizeMeter / rc.pixelSizeAtDistance(distance) / rc.densityFactor
}
open fun selectRenderables(rc: RenderContext) {
if (shouldCreateRenderables && gridElements.isEmpty()) createRenderables()
}
open fun clearRenderables() {
gridElements.clear()
shouldCreateRenderables = true
}
open fun createRenderables() {
shouldCreateRenderables = false
}
fun subdivide(div: Int, sector: Sector = this.sector): List {
val dLat = sector.deltaLatitude.inDegrees / div
val dLon = sector.deltaLongitude.inDegrees / div
val sectors = mutableListOf()
for (row in 0 until div) {
for (col in 0 until div) {
sectors += fromDegrees(
sector.minLatitude.inDegrees + dLat * row,
sector.minLongitude.inDegrees + dLon * col, dLat, dLon
)
}
}
return sectors
}
protected open fun isFacingCamera(rc: RenderContext) = if (rc.globe.is2D) true else {
val viewingVector = nearestPoint(rc).subtract(rc.cameraPoint)
val normalVector = rc.globe.geographicToCartesianNormal(sector.centroidLatitude, sector.centroidLongitude, scratchVector)
val dot = viewingVector.dot(normalVector)
dot / (viewingVector.magnitude * normalVector.magnitude) < 0.0
}
}
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