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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.shape

import earth.worldwind.PickedObject
import earth.worldwind.draw.DrawableLines
import earth.worldwind.draw.DrawableScreenTexture
import earth.worldwind.geom.*
import earth.worldwind.geom.Angle.Companion.ZERO
import earth.worldwind.globe.Globe
import earth.worldwind.render.AbstractRenderable
import earth.worldwind.render.Color
import earth.worldwind.render.RenderContext
import earth.worldwind.render.Texture
import earth.worldwind.render.image.ImageSource
import earth.worldwind.render.program.BasicShaderProgram
import earth.worldwind.render.program.TriangleShaderProgram
import earth.worldwind.util.math.boundingRectForUnitSquare
import kotlin.jvm.JvmOverloads
import kotlin.jvm.JvmStatic
import kotlin.math.abs
import kotlin.math.sin

/**
 * Represents a Placemark shape. A placemark displays an image, a label and a leader connecting the placemark's
 * geographic position to the ground. All three of these items are optional. By default, the leader is not pickable. See
 * [Placemark.isLeaderPickingEnabled].
 * 
* Placemarks may be drawn with either an image or as single-color square with a specified size. When the placemark * attributes indicate a valid image, the placemark's image is drawn as a rectangle in the image's original dimensions, * scaled by the image scale attribute. Otherwise, the placemark is drawn as a square with width and height equal to the * value of the image scale attribute, in pixels, and color equal to the image color attribute. */ open class Placemark @JvmOverloads constructor( /** * The placemark's geographic position. */ position: Position, /** * The placemark's normal attributes. */ var attributes: PlacemarkAttributes = PlacemarkAttributes(), /** * The placemark's display name. */ name: String? = null ) : AbstractRenderable(if (name?.isEmpty() != false) "Placemark" else name), Highlightable, Movable { /** * The placemark's geographic position. */ var position = Position(position) set(value) { field.copy(value) } /** * The placemark's altitude mode. See [AltitudeMode] */ override var altitudeMode = AltitudeMode.ABSOLUTE /** * The attributes to use when the placemark is highlighted. */ var highlightAttributes: PlacemarkAttributes? = null /** * Determines whether the normal or highlighted attributes should be used. */ override var isHighlighted = false /** * The label text to draw near the placemark. */ var label: String? = /*name*/null // Do not use display name as label by default /** * Sets the optional level-of-detail selector used to inject logic for selecting PlacemarkAttributes based on * the camera distance and highlighted attribute. If set to null, the normal and highlight attribute bundles used * respectfully for the normal and highlighted states. */ var levelOfDetailSelector: LevelOfDetailSelector? = null /** * Enables or disables the eye distance scaling feature for this placemark. When enabled, the placemark's size is * reduced at higher eye distances. If true, this placemark's size is scaled inversely proportional to the eye * distance if the eye distance is greater than the value of the [Placemark.eyeDistanceScalingThreshold] * property. When the eye distance is below the threshold, this placemark is scaled only according to the [PlacemarkAttributes.imageScale]. */ var isEyeDistanceScaling = false /** * Sets the eye distance above which to reduce the size of this placemark, in meters. * If [isEyeDistanceScaling] is true, this placemark's image, label and leader sizes are reduced as the eye * distance increases beyond this threshold. */ var eyeDistanceScalingThreshold = DEFAULT_EYE_DISTANCE_SCALING_THRESHOLD /** * Sets the eye altitude, in meters, above which this placemark's label is not displayed. */ var eyeDistanceScalingLabelThreshold = 1.5 * DEFAULT_EYE_DISTANCE_SCALING_THRESHOLD /** * Indicates whether this placemark's leader, if any, is pickable. */ var isLeaderPickingEnabled = false /** * Enable additional altitude offset (billboarding) to prevent clipping Placamerk by terrain on tilt. */ var isBillboardingEnabled = false /** * Indicates whether this placemark has visual priority over other shapes in the scene. */ var isAlwaysOnTop = false /** * The amount of rotation to apply to the image, measured clockwise and relative to this placemark's * [Placemark.imageRotationReference]. */ var imageRotation = ZERO /**eyeDistanceScaling * Sets the type of rotation to apply if the [Placemark.imageRotation] is not zero. This value indicates * whether to apply this placemark's image rotation relative to the screen or the globe. *
* If [OrientationMode.RELATIVE_TO_SCREEN], this placemark's image is rotated in the plane of the screen and its * orientation relative to the globe changes as the view changes. * If [OrientationMode.RELATIVE_TO_GLOBE], this placemark's image is rotated in a plane tangent to the globe at * this placemark's position and retains its orientation relative to the globe. */ var imageRotationReference = OrientationMode.RELATIVE_TO_SCREEN /** * Sets the amount of tilt to apply to the image, measured away from the eye point and relative to this * placemark's [Placemark.imageTiltReference]. While any positive or negative number may be specified, * values outside the range [0. 90] cause some or all of the image to be clipped. */ var imageTilt = ZERO /** * Sets the type tilt to apply when [Placemark.imageTilt] is non-zero. This value indicates whether to * apply this placemark's image tilt relative to the screen or the globe. *
* If [OrientationMode.RELATIVE_TO_SCREEN], this placemark's image is tilted inwards (for positive tilts) relative * to the plane of the screen, and its orientation relative to the globe changes as the view changes. * If [OrientationMode.RELATIVE_TO_GLOBE], this placemark's image is tilted towards the globe's surface, and retains its * orientation relative to the surface. */ var imageTiltReference = OrientationMode.RELATIVE_TO_SCREEN /** * A position associated with the object that indicates its aggregate geographic position. For a Placemark, this is * simply it's position property. * * @return [Placemark.position] */ override val referencePosition get() = position /** * The attributes identified for use during the current render pass. */ protected lateinit var activeAttributes: PlacemarkAttributes /** * The picked object ID associated with the placemark during the current render pass. */ protected var pickedObjectId = 0 protected val pickColor = Color() /** * The distance from the camera to the placemark in meters. */ protected var cameraDistance = 0.0 /** * Presents an interfaced for dynamically determining the PlacemarkAttributes based on the distance between the * placemark and the camera. */ interface LevelOfDetailSelector { /** * Gets the active attributes for the current distance to the camera and highlighted state. * * @param rc The current render context * @param placemark The placemark needing a level of detail selection * @param cameraDistance The distance from the placemark to the camera (meters) * * @return if placemark should display or skip its rendering */ fun selectLevelOfDetail(rc: RenderContext, placemark: Placemark, cameraDistance: Double): Boolean /** * Forces level of details regeneration */ fun invalidate() {} } /** * Moves the shape over the globe's surface. For a Placemark, this simply set [Placemark.position]. * * @param globe not used. * @param position the new position of the shape's reference position. */ override fun moveTo(globe: Globe, position: Position) { this.position = position } /** * Performs the rendering; called by the public render method. * * @param rc the current render context */ override fun doRender(rc: RenderContext) { // Filter out renderable outside projection limits. if (rc.globe.projectionLimits?.contains(position) == false) return // Compute the placemark's Cartesian model point and corresponding distance to the eye point. If the placemark's // position is terrain-dependent but off the terrain, then compute it ABSOLUTE so that we have a point for the // placemark and are thus able to draw it. Otherwise, its image and label portion that are potentially over the // terrain won't get drawn, and would disappear as soon as there is no terrain at the placemark's position. This // can occur at the window edges. val altitudeMode = if (rc.globe.is2D) AltitudeMode.CLAMP_TO_GROUND else altitudeMode rc.geographicToCartesian(position, altitudeMode, placePoint) // Compute the camera distance to the place point, the value which is used for ordering the placemark drawable // and determining the amount of depth offset to apply. cameraDistance = if (isAlwaysOnTop) 0.0 else if (rc.globe.is2D) rc.viewingDistance else rc.cameraPoint.distanceTo(placePoint) // Allow the placemark to adjust the level of detail based on distance to the camera if (levelOfDetailSelector?.selectLevelOfDetail(rc, this, cameraDistance) == false) return // skip rendering // Determine the attributes to use for the current render pass. determineActiveAttributes(rc) // Perform point based culling for placemarks who's textures haven't been loaded yet. // If the texture hasn't been loaded yet, then perform point-based culling to avoid // loading textures for placemarks that are 'probably' outside the viewing frustum. // There are cases where a placemark's texture would be partially visible if it at the // edge of the screen were loaded. In these cases the placemark will "pop" into view when // the placePoint enters the view frustum. val activeTexture = activeAttributes.imageSource?.let { rc.getTexture(it, null, rc.frustum.containsPoint(placePoint)) } // Compute a camera-position proximity scaling factor, so that distant placemarks can be scaled smaller than // nearer placemarks. val visibilityScale = if (isEyeDistanceScaling) (eyeDistanceScalingThreshold / cameraDistance).coerceIn(activeAttributes.minimumImageScale, 1.0) else 1.0 // Apply the icon's translation and scale according to the image size, image offset and image scale. The image // offset is defined with its origin at the image's bottom-left corner and axes that extend up and to the right // from the origin point. When the placemark has no active texture the image scale defines the image size and no // other scaling is applied. val offsetX: Double val offsetY: Double val scaleX: Double val scaleY: Double if (activeTexture != null) { val w = activeTexture.width.toDouble() val h = activeTexture.height.toDouble() val s = activeAttributes.imageScale * visibilityScale // * rc.densityFactor activeAttributes.imageOffset.offsetForSize(w, h, offset) offsetX = offset.x * s offsetY = offset.y * s scaleX = w * s scaleY = h * s } else { // This branch serves both non-textured attributes and also textures that haven't been loaded yet. // We set the size for non-loaded textures to the typical size of a contemporary "small" icon (24px) var size = if (activeAttributes.imageSource != null) 24.0 else activeAttributes.imageScale size *= visibilityScale // * rc.densityFactor activeAttributes.imageOffset.offsetForSize(size, size, offset) offsetX = offset.x offsetY = offset.y scaleY = size scaleX = scaleY } // Offset along the normal vector to avoid collision with terrain. if (isBillboardingEnabled && offsetY != 0.0) { rc.globe.geographicToCartesianNormal(position.latitude, position.longitude, scratchVector).also { // Use real camera distance in billboarding val distance = if (isAlwaysOnTop) rc.cameraPoint.distanceTo(placePoint) else cameraDistance val altitude = rc.pixelSizeAtDistance(distance) * sin(rc.camera.tilt.inRadians) placePoint.add(scratchVector.multiply(offsetY * altitude)) } } // Compute a screen depth offset appropriate for the current viewing parameters. var depthOffset = 0.0 val absTilt = abs(rc.camera.tilt.inDegrees) if (cameraDistance < rc.horizonDistance && absTilt <= 90) { depthOffset = (1 - absTilt / 90) * DEFAULT_DEPTH_OFFSET } // Project the placemark's model point to screen coordinates, using the screen depth offset to push the screen // point's z component closer to the eye point. if (!rc.projectWithDepth(placePoint, depthOffset, screenPlacePoint)) return // clipped by the near plane or the far plane // Keep track of the drawable count to determine whether this placemark has enqueued drawables. val drawableCount = rc.drawableCount if (rc.isPickMode) { pickedObjectId = rc.nextPickedObjectId() PickedObject.identifierToUniqueColor(pickedObjectId, pickColor) } // Prepare a drawable for the placemark's leader, if requested. Enqueue the leader drawable before the icon // drawable in order to give the icon visual priority over the leader. if (mustDrawLeader(rc)) { // Compute the placemark's Cartesian ground point. rc.geographicToCartesian(position, AltitudeMode.CLAMP_TO_GROUND, groundPoint) // If the leader is visible, enqueue a drawable leader for processing on the OpenGL thread. if (rc.frustum.intersectsSegment(groundPoint, placePoint)) { val pool = rc.getDrawablePool() val drawable = DrawableLines.obtain(pool) prepareDrawableLeader(rc, drawable) rc.offerShapeDrawable(drawable, cameraDistance) } } // Prepare image transformation matrix prepareImageTransform(rc.camera, offsetX, offsetY, scaleX, scaleY) // If the placemark's icon is visible, enqueue a drawable icon for processing on the OpenGL thread. boundingRectForUnitSquare(imageTransform, imageBounds) if (rc.frustum.intersectsViewport(imageBounds)) { val pool = rc.getDrawablePool() val drawable = DrawableScreenTexture.obtain(pool) prepareDrawableIcon(rc, drawable, activeTexture) rc.offerShapeDrawable(drawable, cameraDistance) } // If there's a label, perform these same operations for the label texture. if ((!isEyeDistanceScaling || cameraDistance <= eyeDistanceScalingLabelThreshold) && mustDrawLabel(rc)) { // Render the label's texture when the label's position is in the frustum. If the label's position is outside // the frustum we don't do anything. This ensures that label textures are rendered only as necessary. rc.getText(label, activeAttributes.labelAttributes, rc.frustum.containsPoint(placePoint))?.let { labelTexture -> val w = labelTexture.width.toDouble() val h = labelTexture.height.toDouble() val s = activeAttributes.labelAttributes.scale * visibilityScale activeAttributes.labelAttributes.textOffset.offsetForSize(w, h, offset) labelTransform.setTranslation( screenPlacePoint.x - offset.x * s, screenPlacePoint.y - offset.y * s, screenPlacePoint.z ) labelTransform.setScale(w * s, h * s, 1.0) boundingRectForUnitSquare(labelTransform, labelBounds) if (rc.frustum.intersectsViewport(labelBounds)) { val pool = rc.getDrawablePool() val drawable = DrawableScreenTexture.obtain(pool) prepareDrawableLabel(rc, drawable, labelTexture) rc.offerShapeDrawable(drawable, cameraDistance) } } } // Enqueue a picked object that associates the placemark's icon and leader with its picked object ID. if (rc.isPickMode && rc.drawableCount != drawableCount) { rc.offerPickedObject(PickedObject.fromRenderable(pickedObjectId, this, rc.currentLayer)) } } /** * Determines the placemark attributes to use for the current render pass. * * @param rc the current render context */ protected open fun determineActiveAttributes(rc: RenderContext) { val highlightAttributes = highlightAttributes activeAttributes = if (isHighlighted && highlightAttributes != null) highlightAttributes else attributes } /** * Prepare image transform matrix according to specified parameters * * @param camera current camera view * @param offsetX offset along X axis * @param offsetY offset along X axis * @param scaleX scaled width * @param scaleY scaled height */ protected open fun prepareImageTransform( camera: Camera, offsetX: Double, offsetY: Double, scaleX: Double, scaleY: Double ) { // Initialize the unit square transform to the identity matrix. imageTransform.setToIdentity() // Position image on screen imageTransform.multiplyByTranslation( screenPlacePoint.x, screenPlacePoint.y, screenPlacePoint.z ) // Divide Z by 2^24 to prevent texture clipping when tilting (where 24 is depth buffer bit size). // Doing so will limit depth range to (diagonal length)/2^24 and make its value within 0..1 range. imageTransform.multiplyByScale(1.0, 1.0, 1.0 / (1 shl 24)) // Perform the tilt so that the image tilts back from its base into the view volume val actualTilt = if (imageTiltReference == OrientationMode.RELATIVE_TO_GLOBE) camera.tilt + imageTilt else imageTilt if (actualTilt.inDegrees != 0.0) imageTransform.multiplyByRotation(-1.0, 0.0, 0.0, actualTilt) // Perform image rotation val actualRotation = if (imageRotationReference == OrientationMode.RELATIVE_TO_GLOBE) camera.heading - imageRotation else -imageRotation if (actualRotation.inDegrees != 0.0) imageTransform.multiplyByRotation(0.0, 0.0, 1.0, actualRotation) // Apply pivot translation imageTransform.multiplyByTranslation(-offsetX, -offsetY, 0.0) // Apply scale imageTransform.multiplyByScale(scaleX, scaleY, 1.0) } /** * Prepares this placemark's icon or symbol for processing in a subsequent drawing pass. Implementations must be * careful not to leak resources from Placemark into the Drawable. * * @param rc the current render context * @param drawable the Drawable to be prepared */ protected open fun prepareDrawableIcon(rc: RenderContext, drawable: DrawableScreenTexture, activeTexture: Texture?) { // Use the basic GLSL program to draw the placemark's icon. drawable.program = rc.getShaderProgram { BasicShaderProgram() } // Use the plaemark's unit square transform matrix. drawable.unitSquareTransform.copy(imageTransform) // Configure the drawable according to the placemark's active attributes. Use a color appropriate for the pick // mode. When picking use a unique color associated with the picked object ID. Use the texture associated with // the active attributes' image source and its associated tex coord transform. If the texture is not specified // or not available, draw a simple colored square. drawable.color.copy(if (rc.isPickMode) pickColor else activeAttributes.imageColor) drawable.opacity = if (rc.isPickMode) 1f else rc.currentLayer.opacity drawable.texture = activeTexture drawable.enableDepthTest = activeAttributes.isDepthTest } /** * Prepares this placemark's label for processing in a subsequent drawing pass. Implementations must be * careful not to leak resources from Placemark into the Drawable. * * @param rc the current render context * @param drawable the Drawable to be prepared */ protected open fun prepareDrawableLabel(rc: RenderContext, drawable: DrawableScreenTexture, labelTexture: Texture) { // Use the basic GLSL program to draw the placemark's label. drawable.program = rc.getShaderProgram { BasicShaderProgram() } // Use the label's unit square transform matrix. drawable.unitSquareTransform.copy(labelTransform) // Configure the drawable according to the active label attributes. Use a color appropriate for the pick mode. When // picking use a unique color associated with the picked object ID. Use the texture associated with the active // attributes' text image and its associated tex coord transform. The text texture includes the appropriate // color for drawing, specifying white for normal drawing ensures the color multiplication in the shader results // in the texture's color. if (rc.isPickMode) drawable.color.copy(pickColor) else drawable.color.set(1f, 1f, 1f, 1f) drawable.opacity = if (rc.isPickMode) 1f else rc.currentLayer.opacity drawable.texture = labelTexture drawable.enableDepthTest = activeAttributes.labelAttributes.isDepthTest } /** * Prepares this placemark's leader for drawing in a subsequent drawing pass. Implementations must be careful not to * leak resources from Placemark into the Drawable. * * @param rc the current render context * @param drawable the Drawable to be prepared */ protected open fun prepareDrawableLeader(rc: RenderContext, drawable: DrawableLines) { // Use the basic GLSL program to draw the placemark's leader. drawable.program = rc.getShaderProgram { TriangleShaderProgram() } var vertexIndex = 0 drawable.vertexPoints[vertexIndex++] = (placePoint.x - groundPoint.x).toFloat() drawable.vertexPoints[vertexIndex++] = (placePoint.y - groundPoint.y).toFloat() drawable.vertexPoints[vertexIndex++] = (placePoint.z - groundPoint.z).toFloat() drawable.vertexPoints[vertexIndex++] = 1f drawable.vertexPoints[vertexIndex++] = 0f drawable.vertexPoints[vertexIndex++] = (placePoint.x - groundPoint.x).toFloat() drawable.vertexPoints[vertexIndex++] = (placePoint.y - groundPoint.y).toFloat() drawable.vertexPoints[vertexIndex++] = (placePoint.z - groundPoint.z).toFloat() drawable.vertexPoints[vertexIndex++] = -1f drawable.vertexPoints[vertexIndex++] = 0f drawable.vertexPoints[vertexIndex++] = (placePoint.x - groundPoint.x).toFloat() drawable.vertexPoints[vertexIndex++] = (placePoint.y - groundPoint.y).toFloat() drawable.vertexPoints[vertexIndex++] = (placePoint.z - groundPoint.z).toFloat() drawable.vertexPoints[vertexIndex++] = 1f drawable.vertexPoints[vertexIndex++] = 0f drawable.vertexPoints[vertexIndex++] = (placePoint.x - groundPoint.x).toFloat() drawable.vertexPoints[vertexIndex++] = (placePoint.y - groundPoint.y).toFloat() drawable.vertexPoints[vertexIndex++] = (placePoint.z - groundPoint.z).toFloat() drawable.vertexPoints[vertexIndex++] = -1f drawable.vertexPoints[vertexIndex++] = 0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = 1f drawable.vertexPoints[vertexIndex++] = 0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = -1f drawable.vertexPoints[vertexIndex++] = 0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = 1f drawable.vertexPoints[vertexIndex++] = 0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = 0.0f drawable.vertexPoints[vertexIndex++] = -1f drawable.vertexPoints[vertexIndex] = 0f // Compute the drawable's modelview-projection matrix, relative to the placemark's ground point. drawable.mvpMatrix.copy(rc.modelviewProjection) drawable.mvpMatrix.multiplyByTranslation(groundPoint.x, groundPoint.y, groundPoint.z) // Configure the drawable according to the placemark's active leader attributes. Use a color appropriate for the // pick mode. When picking use a unique color associated with the picked object ID. drawable.color.copy(if (rc.isPickMode) pickColor else activeAttributes.leaderAttributes.outlineColor) drawable.opacity = if (rc.isPickMode) 1f else rc.currentLayer.opacity drawable.lineWidth = activeAttributes.leaderAttributes.outlineWidth drawable.enableDepthTest = activeAttributes.leaderAttributes.isDepthTest } /** * Determines if a label should and can be drawn. * * @return True if there is a valid label and label attributes. */ protected open fun mustDrawLabel(rc: RenderContext) = activeAttributes.isDrawLabel && label?.isNotEmpty() == true /** * Determines if a leader-line should and can be drawn. * * @return True if leader-line directive is enabled and there are valid leader-line attributes. */ protected open fun mustDrawLeader(rc: RenderContext) = activeAttributes.isDrawLeader && (isLeaderPickingEnabled || !rc.isPickMode) && altitudeMode != AltitudeMode.CLAMP_TO_GROUND && !rc.globe.is2D companion object { /** * The default eye distance above which to reduce the size of this placemark, in meters. * If [Placemark.isEyeDistanceScaling] is true, this placemark's image, label and leader sizes are reduced as * the eye distance increases beyond this threshold. */ const val DEFAULT_EYE_DISTANCE_SCALING_THRESHOLD = 4e5 protected const val DEFAULT_DEPTH_OFFSET = -0.03 private val placePoint = Vec3() private val scratchVector = Vec3() private val screenPlacePoint = Vec3() private val groundPoint = Vec3() private val offset = Vec2() private val imageTransform = Matrix4() private val labelTransform = Matrix4() private val imageBounds = Viewport() private val labelBounds = Viewport() /** * This factory method creates a Placemark and an associated PlacemarkAttributes bundle that draws a simple square * centered on the supplied position with the given size and color. * * @param position The geographic position where the placemark is drawn. * @param color The color of the placemark. * @param pixelSize The width and height of the placemark. * * @return A new Placemark with a PlacemarkAttributes bundle. */ @JvmStatic fun createWithColorAndSize(position: Position, color: Color, pixelSize: Int) = Placemark(position, PlacemarkAttributes().apply { imageColor = color imageScale = pixelSize.toDouble() }) /** * This factory method creates a Placemark and an associated PlacemarkAttributes bundle that draws the given image * centered on the supplied position. * * @param position The geographic position with the placemark is drawn. * @param imageSource The object containing the image that is drawn. * * @return A new Placemark with a PlacemarkAttributes bundle. */ @JvmStatic fun createWithImage(position: Position, imageSource: ImageSource) = Placemark(position, PlacemarkAttributes.createWithImage(imageSource)) /** * This factory method creates a Placemark and an associated PlacemarkAttributes bundle (with TextAttributes) that * draws the given image centered on the supplied position with a nearby label. * * @param position The geographic position with the placemark is drawn. * @param imageSource The object containing the image that is drawn. * @param label The text that is drawn near the image. This parameter becomes the placemark's displayName * property. * * @return A new Placemark with a PlacemarkAttributes bundle containing TextAttributes. */ @JvmStatic fun createWithImageAndLabel( position: Position, imageSource: ImageSource, label: String ) = Placemark(position, PlacemarkAttributes.createWithImage(imageSource), label) protected fun nextCacheKey() = Any() } }




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