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World Wind is a collection of components that interactively display 3D geographic information within Java applications or applets.
/*
* Copyright (C) 2012 United States Government as represented by the Administrator of the
* National Aeronautics and Space Administration.
* All Rights Reserved.
*/
package gov.nasa.worldwind.render;
import com.jogamp.common.nio.Buffers;
import gov.nasa.worldwind.WorldWind;
import gov.nasa.worldwind.avlist.AVKey;
import gov.nasa.worldwind.cache.*;
import gov.nasa.worldwind.geom.*;
import gov.nasa.worldwind.geom.Box;
import gov.nasa.worldwind.geom.Cylinder;
import gov.nasa.worldwind.globes.Globe;
import gov.nasa.worldwind.layers.Layer;
import gov.nasa.worldwind.ogc.kml.impl.KMLExportUtil;
import gov.nasa.worldwind.pick.*;
import gov.nasa.worldwind.terrain.Terrain;
import gov.nasa.worldwind.util.*;
import javax.media.opengl.*;
import javax.xml.stream.*;
import java.awt.*;
import java.io.IOException;
import java.nio.*;
import java.util.*;
import java.util.List;
import static gov.nasa.worldwind.ogc.kml.impl.KMLExportUtil.kmlBoolean;
// TODO: Measurement (getLength), Texture, lighting
/**
* Displays a line or curve between positions. The path is drawn between input positions to achieve a specified path
* type, e.g., {@link AVKey#GREAT_CIRCLE}. It can also conform to the underlying terrain. A curtain may be formed by
* extruding the path to the ground.
*
* Altitudes within the path's positions are interpreted according to the path's altitude mode. If the altitude mode is
* {@link WorldWind#ABSOLUTE}, the altitudes are considered as height above the ellipsoid. If the altitude mode is
* {@link WorldWind#RELATIVE_TO_GROUND}, the altitudes are added to the elevation of the terrain at the position. If the
* altitude mode is {@link WorldWind#CLAMP_TO_GROUND} the altitudes are ignored.
*
* Between the specified positions the path is drawn along a curve specified by the path's path type, either {@link
* AVKey#GREAT_CIRCLE}, {@link AVKey#RHUMB_LINE} or {@link AVKey#LINEAR}. (See {@link #setPathType(String)}.)
*
* Paths have separate attributes for normal display and highlighted display. If no attributes are specified, default
* attributes are used. See {@link #DEFAULT_INTERIOR_MATERIAL}, {@link #DEFAULT_OUTLINE_MATERIAL}, and {@link
* #DEFAULT_HIGHLIGHT_MATERIAL}.
*
* When the path type is LINEAR
the path conforms to terrain only if the follow-terrain property is true.
* Otherwise the path control points will be connected by straight line segments.
*
* The terrain conformance of GREAT_CIRCLE
or RHUMB_LINE
paths is determined by the path's
* follow-terrain and terrain-conformance properties. When the follow-terrain property is true, terrain conformance
* adapts as the view moves relative to the path; the terrain-conformance property governs the precision of conformance,
* and the number of intermediate positions computed varies. See {@link #setFollowTerrain(boolean)} and {@link
* #setTerrainConformance(double)}. If the follow-terrain property is false, the view position is not considered and the
* number of intermediate positions between specified positions is the constant value specified by the num-subsegments
* property (see {@link #setNumSubsegments(int)}). The latter case may produce higher performance than the former.
*
* The path positions may be shown by calling {@link #setShowPositions(boolean)} with an argument of true
.
* This causes dots to be drawn at each originally specified path position. Dots are not drawn at tessellated path
* positions. The size of the dots may be specified via {@link #setShowPositionsScale(double)}. The dots are drawn only
* when the Path is within a threshold distance from the eye point. The threshold may be specified by calling {@link
* #setShowPositionsThreshold(double)}. The dots are drawn in the path's outline material colors by default.
*
* The path's line and the path's position dots may be drawn in unique RGBA colors by configuring the path with a {@link
* PositionColors} (see {@link #setPositionColors(gov.nasa.worldwind.render.Path.PositionColors)}).
*
* Path picking includes information about which position dots are picked, in addition to the path itself. A position
* dot under the cursor is returned as an Integer object in the PickedObject's AVList under they key AVKey.ORDINAL.
* Position dots intersecting the pick rectangle are returned as a List of Integer objects in the PickedObject's AVList
* under the key AVKey.ORDINAL_LIST.
*
* @author tag
* @version $Id: Path.java 1171 2013-02-11 21:45:02Z dcollins $
*/
public class Path extends AbstractShape
{
/** The default interior color. */
protected static final Material DEFAULT_INTERIOR_MATERIAL = Material.PINK;
/** The default outline color. */
protected static final Material DEFAULT_OUTLINE_MATERIAL = Material.RED;
/** The default path type. */
protected static final String DEFAULT_PATH_TYPE = AVKey.LINEAR;
/**
* The offset applied to a terrain following Path's depth values to to ensure it shows over the terrain: 0.99.
* Values less than 1.0 pull the path in front of the terrain, values greater than 1.0 push the path behind the
* terrain.
*/
protected static final double SURFACE_PATH_DEPTH_OFFSET = 0.99;
/** The default number of tessellation points between the specified path positions. */
protected static final int DEFAULT_NUM_SUBSEGMENTS = 10;
/** The default terrain conformance target. */
protected static final double DEFAULT_TERRAIN_CONFORMANCE = 10;
/** The default distance from the eye beyond which positions dots are not drawn. */
protected static final double DEFAULT_DRAW_POSITIONS_THRESHOLD = 1e6;
/** The default scale for position dots. The scale is applied to the current outline width to produce the dot size. */
protected static final double DEFAULT_DRAW_POSITIONS_SCALE = 10;
/** The PositionColors interface defines an RGBA color for each of a path's original positions. */
public static interface PositionColors
{
/**
* Returns an RGBA color corresponding to the specified position and ordinal. This returns null
if
* a color cannot be determined for the specified position and ordinal. The specified position
is
* guaranteed to be one of the same Position references passed to a path at construction or in a call to {@link
* Path#setPositions(Iterable)}.
*
* The specified ordinal
denotes the position's ordinal number as it appears in the position list
* passed to the path. Ordinal numbers start with 0 and increase by 1 for every originally specified position.
* For example, the first three path positions have ordinal values 0, 1, 2.
*
* The returned color's RGB components must not be premultiplied by its Alpha component.
*
* @param position the path position the color corresponds to.
* @param ordinal the ordinal number of the specified position.
*
* @return an RGBA color corresponding to the position and ordinal, or null
if a color cannot be
* determined.
*/
Color getColor(Position position, int ordinal);
}
/**
* Maintains globe-dependent computed data such as Cartesian vertices and extents. One entry exists for each
* distinct globe that this shape encounters in calls to {@link AbstractShape#render(DrawContext)}. See {@link
* AbstractShape}.
*/
protected static class PathData extends AbstractShapeData
{
/** The positions formed from applying path type and terrain conformance. */
protected ArrayList tessellatedPositions;
/**
* The colors corresponding to each tessellated position, or null
if the path's
* positionColors
is null
.
*/
protected ArrayList tessellatedColors;
/**
* The model coordinate vertices to render, all relative to this shape data's reference center. If the path is
* extruded, the base vertices are interleaved: Vcap, Vbase, Vcap, Vbase, ...
*/
protected FloatBuffer renderedPath;
/**
* Indices to the renderedPath
identifying the vertices of the originally specified boundary
* positions and their corresponding terrain point. This is used to draw vertical lines at those positions when
* the path is extruded.
*/
protected IntBuffer polePositions; // identifies original positions and corresponding ground points
/**
* Indices to the renderedPath
identifying the vertices of the originally specified boundary
* positions. (Not their terrain points as well, as polePositions
does.)
*/
protected IntBuffer positionPoints; // identifies the original positions in the rendered path.
/** Indicates whether the rendered path has extrusion points in addition to path points. */
protected boolean hasExtrusionPoints; // true when the rendered path contains extrusion points
/**
* Indicates the offset in number of floats to the first RGBA color tuple in renderedPath
. This is
* 0
if renderedPath
has no RGBA color tuples.
*/
protected int colorOffset;
/**
* Indicates the stride in number of floats between the first element of consecutive vertices in
* renderedPath
.
*/
protected int vertexStride;
/** Indicates the number of vertices represented by renderedPath
. */
protected int vertexCount;
public PathData(DrawContext dc, Path shape)
{
super(dc, shape.minExpiryTime, shape.maxExpiryTime);
}
/**
* The positions resulting from tessellating this path. If the path's attributes don't cause tessellation, then
* the positions returned are those originally specified.
*
* @return the positions computed by path tessellation.
*/
public List getTessellatedPositions()
{
return this.tessellatedPositions;
}
public void setTessellatedPositions(ArrayList tessellatedPositions)
{
this.tessellatedPositions = tessellatedPositions;
}
/**
* Indicates the colors corresponding to each position in tessellatedPositions
, or
* null
if the path does not have per-position colors.
*
* @return the colors corresponding to each path position, or null
if the path does not have
* per-position colors.
*/
public List getTessellatedColors()
{
return this.tessellatedColors;
}
/**
* Specifies the colors corresponding to each position in tessellatedPositions
, or
* null
to specify that the path does not have per-position colors. The entries in the specified
* list must have a one-to-one correspondence with the entries in tessellatedPositions
.
*
* @param tessellatedColors the colors corresponding to each path position, or null
if the path
* does not have per-position colors.
*/
public void setTessellatedColors(ArrayList tessellatedColors)
{
this.tessellatedColors = tessellatedColors;
}
/**
* The Cartesian coordinates of the tessellated positions. If path verticals are enabled, this path also
* contains the ground points corresponding to the path positions.
*
* @return the Cartesian coordinates of the tessellated positions.
*/
public FloatBuffer getRenderedPath()
{
return this.renderedPath;
}
public void setRenderedPath(FloatBuffer renderedPath)
{
this.renderedPath = renderedPath;
}
/**
* Returns a buffer of indices into the rendered path ({@link #renderedPath} that identify the originally
* specified positions that remain after tessellation. These positions are those of the position dots, if
* drawn.
*
* @return the path's originally specified positions that survived tessellation.
*/
public IntBuffer getPositionPoints()
{
return this.positionPoints;
}
public void setPositionPoints(IntBuffer posPoints)
{
this.positionPoints = posPoints;
}
/**
* Returns a buffer of indices into the rendered path ({@link #renderedPath} that identify the top and bottom
* vertices of this path's vertical line segments.
*
* @return the path's pole positions.
*/
public IntBuffer getPolePositions()
{
return this.polePositions;
}
public void setPolePositions(IntBuffer polePositions)
{
this.polePositions = polePositions;
}
/**
* Indicates whether this path is extruded and the extrusion points have been computed.
*
* @return true if the path is extruded and the extrusion points are computed, otherwise false.
*/
public boolean isHasExtrusionPoints()
{
return this.hasExtrusionPoints;
}
public void setHasExtrusionPoints(boolean hasExtrusionPoints)
{
this.hasExtrusionPoints = hasExtrusionPoints;
}
/**
* Indicates the offset in number of floats to the first RGBA color tuple in renderedPath
. This
* returns 0
if renderedPath
has no RGBA color tuples.
*
* @return the offset in number of floats to the first RGBA color tuple in renderedPath
.
*/
public int getColorOffset()
{
return this.colorOffset;
}
/**
* Specifies the offset in number of floats to the first RGBA color tuple in renderedPath
. Specify
* 0 if renderedPath
has no RGBA color tuples.
*
* @param offset the offset in number of floats to the first RGBA color tuple in renderedPath
.
*/
public void setColorOffset(int offset)
{
this.colorOffset = offset;
}
/**
* Indicates the stride in number of floats between the first element of consecutive vertices in
* renderedPath
.
*
* @return the stride in number of floats between vertices in in renderedPath
.
*/
public int getVertexStride()
{
return this.vertexStride;
}
/**
* Specifies the stride in number of floats between the first element of consecutive vertices in
* renderedPath
.
*
* @param stride the stride in number of floats between vertices in in renderedPath
.
*/
public void setVertexStride(int stride)
{
this.vertexStride = stride;
}
/**
* Indicates the number of vertices in renderedPath
.
*
* @return the the number of verices in renderedPath
.
*/
public int getVertexCount()
{
return this.vertexCount;
}
/**
* Specifies the number of vertices in renderedPath
. Specify 0 if renderedPath
* contains no vertices.
*
* @param count the the number of verices in renderedPath
.
*/
public void setVertexCount(int count)
{
this.vertexCount = count;
}
}
/**
* PickablePositions associates a range of pick color codes with a Path. The color codes represent the range of pick
* colors that the Path's position points are drawn in. The color codes represent ARGB colors packed into a 32-bit
* integer.
*/
protected static class PickablePositions
{
/** The minimum color code, inclusive. */
public final int minColorCode;
/** The maximum color code, inclusive. */
public final int maxColorCode;
/** The Path who's position points are associated with the specified color code range. */
public final Path path;
/**
* Creates a new PickablePositions with the specified color code range and Path. See the PickablePositions
* class-level documentation for more information.
*
* @param minColorCode the minimum color code, inclusive.
* @param maxColorCode the maximum color code, inclusive.
* @param path the Path who's position points are associated with the specified color code range.
*/
public PickablePositions(int minColorCode, int maxColorCode, Path path)
{
this.minColorCode = minColorCode;
this.maxColorCode = maxColorCode;
this.path = path;
}
}
/**
* Subclass of PickSupport that adds the capability to resolve a Path's picked position point. Path position points
* are registered with PathPickSupport by calling {@link #addPickablePositions(int, int, Path)} with the minimum and
* maximum color codes that the Path's position points are drawn in.
*
* The resolution of the picked position point is integrated with the resolution of the picked Path. Either an
* entire Path or one of its position points may be picked. In either case, resolvePick and getTopObject return a
* PickedObject that specifies the picked Path. If a position point is picked, the PickedObject's AVList contains
* the position and ordinal number of the picked position.
*/
protected static class PathPickSupport extends PickSupport
{
/**
* The list of Path pickable positions that this PathPickSupport is currently tracking. This list maps a range
* of color codes to a Path, where the color codes represent the range of pick colors that the Path's position
* points are drawn in.
*/
protected List pickablePositions = new ArrayList();
/**
* A map that associates each path with a picked object. Used to during box picking to consolidate the
* information about what parts of each path are picked into a single picked object. Path's positions are drawn
* in unique colors and are therefore separately pickable during box picking.
*/
protected Map pathPickedObjects = new HashMap();
/**
* {@inheritDoc}
*
* Overridden to clear the list of pickable positions.
*/
@Override
public void clearPickList()
{
super.clearPickList();
this.pickablePositions.clear();
}
/**
* Indicates the list of Path pickable positions that this PathPickSupport is currently tracking. This list maps
* a range of color codes to a Path, where the color codes represent the range of pick colors that the Path's
* position points are drawn in. The returned list is empty if addPickablePositions has not been called since
* the last call to clearPickList.
*
* @return the list of Path pickable positions.
*/
public List getPickablePositions()
{
return this.pickablePositions;
}
/**
* Registers a range of unique pick color codes with a Path, representing the range of pick colors that the
* Path's position points are drawn in. The color codes represent ARGB colors packed into a 32-bit integer.
*
* @param minColorCode the minimum color code, inclusive.
* @param maxColorCode the maximum color code, inclusive.
* @param path the Path who's position points are associated with the specified color code range.
*
* @throws IllegalArgumentException if the path is null.
*/
public void addPickablePositions(int minColorCode, int maxColorCode, Path path)
{
if (path == null)
{
String message = Logging.getMessage("nullValue.PathIsNull");
Logging.logger().severe(message);
throw new IllegalArgumentException(message);
}
this.pickablePositions.add(new PickablePositions(minColorCode, maxColorCode, path));
// Incorporate the Path position's min and max color codes into this PickSupport's minimum and maximum color
// codes.
this.adjustExtremeColorCodes(minColorCode);
this.adjustExtremeColorCodes(maxColorCode);
}
/**
* Computes and returns the top object at the specified pick point. This either resolves a pick of an entire
* Path or one of its position points. In either case, this returns a PickedObject that specifies the picked
* Path. If a position point is picked, the PickedObject's AVList contains the picked position's geographic
* position in the key AVKey.POSITION and its ordinal number in the key AVKey.ORDINAL.
*
* This returns null if the pickPoint is null, or if there is no Path or Path position point at the specified
* pick point.
*
* @param dc the current draw context.
* @param pickPoint the screen-coordinate point in question.
*
* @return a new picked object instances indicating the Path or Path position point at the specified pick point,
* or null if no Path is at the specified pick point.
*
* @throws IllegalArgumentException if the draw context is null.
*/
@Override
public PickedObject getTopObject(DrawContext dc, Point pickPoint)
{
if (dc == null)
{
String message = Logging.getMessage("nullValue.DrawContextIsNull");
Logging.logger().severe(message);
throw new IllegalArgumentException(message);
}
if (this.getPickableObjects().isEmpty() && this.getPickablePositions().isEmpty())
return null;
int colorCode = this.getTopColor(dc, pickPoint);
if (colorCode == dc.getClearColor().getRGB())
return null;
PickedObject pickedObject = this.getPickableObjects().get(colorCode);
if (pickedObject != null)
return pickedObject;
for (PickablePositions positions : this.getPickablePositions())
{
if (colorCode >= positions.minColorCode && colorCode <= positions.maxColorCode)
{
// If the top color code matches a Path's position color, convert the color code to a position index
// and delegate to the Path to resolve the index to a PickedObject. minColorCode corresponds to
// index 0, and minColorCode+i corresponds to index i.
int ordinal = colorCode - positions.minColorCode;
return positions.path.resolvePickedPosition(colorCode, ordinal);
}
}
return null;
}
/**
* Adds all picked paths that are registered with this PickSupport and intersect the specified rectangle in AWT
* screen coordinates (if any) to the draw context's list of picked objects. Each picked object includes the
* picked path and the ordinal numbers of positions that intersect the specified rectangle, if any. If any
* positions intersect the rectangle, the picked object's AVList contains the ordinal numbers in the key
* AVKey.ORDINAL_LIST.
*
* @param dc the draw context which receives the picked objects.
* @param pickRect the rectangle in AWT screen coordinates.
* @param layer the layer associated with the picked objects.
*/
@SuppressWarnings({"unchecked"})
@Override
protected void doResolvePick(DrawContext dc, Rectangle pickRect, Layer layer)
{
if (this.pickableObjects.isEmpty() && this.pickablePositions.isEmpty())
{
// There's nothing to do if both the pickable objects and pickable positions are empty.
return;
}
else if (this.pickablePositions.isEmpty())
{
// Fall back to the superclass version of this method if we have pickable objects but no pickable
// positions. This avoids the additional overhead of consolidating multiple objects picked from the same
// path.
super.doResolvePick(dc, pickRect, layer);
return;
}
// Get the unique pick colors in the specified screen rectangle. Use the minimum and maximum color codes to
// cull the number of colors that the draw context must consider with identifying the unique pick colors in
// the specified rectangle.
int[] colorCodes = dc.getPickColorsInRectangle(pickRect, this.minAndMaxColorCodes);
if (colorCodes == null || colorCodes.length == 0)
return;
// Lookup the pickable object (if any) for each unique color code appearing in the pick rectangle. Each
// picked object that corresponds to a picked color is added to the draw context. Since the
for (int colorCode : colorCodes)
{
if (colorCode == 0) // This should never happen, but we check anyway.
continue;
PickedObject po = this.pickableObjects.get(colorCode);
if (po != null)
{
// The color code corresponds to a path's line, so we add the path and its picked object to the map
// of picked objects if one doesn't already exist. If one already exists, then this picked object
// provides no additional information and we just ignore it. Note that if multiple parts of a path
// are picked, we use the pick color of the first part we encounter.
if (!this.pathPickedObjects.containsKey(po.getObject()))
this.pathPickedObjects.put(po.getObject(), po);
}
else
{
for (PickablePositions positions : this.getPickablePositions())
{
if (colorCode >= positions.minColorCode && colorCode <= positions.maxColorCode)
{
Path path = positions.path;
// The color code corresponds to a path's position, so we incorporate that position's
// ordinal into the picked object. Note that if multiple parts of a path are picked, we use
// the pick color of the first part we encounter.
po = this.pathPickedObjects.get(path);
if (po == null)
this.pathPickedObjects.put(path, po = path.createPickedObject(colorCode));
// Convert the color code to a position index and delegate to the Path to resolve the
// ordinal. minColorCode corresponds to position index 0, and minColorCode+i corresponds to
// position index i.
int ordinal = path.getOrdinal(colorCode - positions.minColorCode);
// Add the ordinal to the list of picked ordinals on the path's picked object.
List ordinalList = (List) po.getValue(AVKey.ORDINAL_LIST);
if (ordinalList == null)
po.setValue(AVKey.ORDINAL_LIST, ordinalList = new ArrayList());
ordinalList.add(ordinal);
break; // No need to check the remaining paths.
}
}
}
}
// We've consolidated the information about what parts of each path are picked into a map of picked objects.
// The values in this map contain all the information we need, so we just add them to the draw context.
for (PickedObject po : this.pathPickedObjects.values())
{
if (layer != null)
po.setParentLayer(layer);
dc.addObjectInPickRectangle(po);
}
// Clear the map of path's to corresponding picked objects to ensure that the picked objects from this call
// do not interfere with the next call.
this.pathPickedObjects.clear();
}
}
@Override
protected AbstractShapeData createCacheEntry(DrawContext dc)
{
return new PathData(dc, this);
}
protected PathData getCurrentPathData()
{
return (PathData) this.getCurrentData();
}
protected Iterable extends Position> positions; // the positions as provided by the application
protected int numPositions; // the number of positions in the positions field.
protected PositionColors positionColors; // defines a color at each application-provided position.
protected static ByteBuffer pickPositionColors; // defines the colors used to resolve position point picking.
protected String pathType = DEFAULT_PATH_TYPE;
protected boolean followTerrain; // true if altitude mode indicates terrain following
protected boolean extrude;
protected double terrainConformance = DEFAULT_TERRAIN_CONFORMANCE;
protected int numSubsegments = DEFAULT_NUM_SUBSEGMENTS;
protected boolean drawVerticals = true;
protected boolean showPositions = false;
protected double showPositionsThreshold = DEFAULT_DRAW_POSITIONS_THRESHOLD;
protected double showPositionsScale = DEFAULT_DRAW_POSITIONS_SCALE;
/** Creates a path with no positions. */
public Path()
{
}
/**
* Creates a path with specified positions.
*
* Note: If fewer than two positions is specified, no path is drawn.
*
* @param positions the path positions. This reference is retained by this shape; the positions are not copied. If
* any positions in the set change, {@link #setPositions(Iterable)} must be called to inform this
* shape of the change.
*
* @throws IllegalArgumentException if positions is null.
*/
public Path(Iterable extends Position> positions)
{
this.setPositions(positions);
}
/**
* Creates a path with positions specified via a generic list.
*
* Note: If fewer than two positions is specified, the path is not drawn.
*
* @param positions the path positions. This reference is retained by this shape; the positions are not copied. If
* any positions in the set change, {@link #setPositions(Iterable)} must be called to inform this
* shape of the change.
*
* @throws IllegalArgumentException if positions is null.
*/
public Path(Position.PositionList positions)
{
if (positions == null)
{
String message = Logging.getMessage("nullValue.PositionsListIsNull");
Logging.logger().severe(message);
throw new IllegalArgumentException(message);
}
this.setPositions(positions.list);
}
/**
* Creates a path between two positions.
*
* @param posA the first position.
* @param posB the second position.
*
* @throws IllegalArgumentException if either position is null.
*/
public Path(Position posA, Position posB)
{
if (posA == null || posB == null)
{
String message = Logging.getMessage("nullValue.PositionIsNull");
Logging.logger().severe(message);
throw new IllegalArgumentException(message);
}
List endPoints = new ArrayList(2);
endPoints.add(posA);
endPoints.add(posB);
this.setPositions(endPoints);
}
/**
* {@inheritDoc}
*
* Overridden to assign this Path's pickSupport property to a new PathPickSupport instance.
*/
@Override
protected void initialize()
{
this.pickSupport = new PathPickSupport();
}
@Override
protected void reset()
{
for (ShapeDataCache.ShapeDataCacheEntry entry : this.shapeDataCache)
{
((PathData) entry).tessellatedPositions = null;
((PathData) entry).tessellatedColors = null;
}
super.reset();
}
/**
* Returns this path's positions.
*
* @return this path's positions. Will be null if no positions have been specified.
*/
public Iterable extends Position> getPositions()
{
return this.positions;
}
/**
* Specifies this path's positions, which replace this path's current positions, if any.
*
* Note: If fewer than two positions is specified, this path is not drawn.
*
* @param positions this path's positions.
*
* @throws IllegalArgumentException if positions is null.
*/
public void setPositions(Iterable extends Position> positions)
{
if (positions == null)
{
String message = Logging.getMessage("nullValue.PositionsListIsNull");
Logging.logger().severe(message);
throw new IllegalArgumentException(message);
}
this.positions = positions;
this.computePositionCount();
this.reset();
}
/**
* Indicates the PositionColors that defines the RGBA color for each of this path's positions. A return value of
* null
is valid and indicates that this path's positions are colored according to its
* ShapeAttributes.
*
* @return this Path's PositionColors, or null
if this path is colored according to its
* ShapeAttributes.
*
* @see #setPositionColors(gov.nasa.worldwind.render.Path.PositionColors)
*/
public PositionColors getPositionColors()
{
return this.positionColors;
}
/**
* Specifies the position colors used to define an RGBA color for each of this path's positions. When
* non-null
, the specified positionColors
is called during rendering to define a color at
* each of this path's positions specified during construction or in a call to {@link #setPositions(Iterable)}. The
* returned colors are applied to this path's line and the optional dots drawn at each position when
* showPositions
is true, and override the ShapeAttributes' outline color and outline opacity for both
* normal display and highlighted display. The specified positionColors
do not affect this path's
* filled interior or vertical drop lines displayed when this path is extruded.
*
* If this path is configured to tessellate itself by creating additional positions between the originally specified
* positions, an interpolated color is assigned to each tessellated position by computing a weighted linear
* combination of the colors at the originally specified positions.
*
* Specify null
to disable position colors and draw this path's line and optional position dots
* according to its ShapeAttributes. This path's position colors reference is null
by default.
*
* @param positionColors the PositionColors that defines an RGBA color for each of this path's positions, or
* null
to color this path's positions according to its ShapeAttributes.
*
* @see #getPositionColors()
* @see PositionColors
*/
public void setPositionColors(PositionColors positionColors)
{
this.positionColors = positionColors;
this.reset();
}
/**
* Indicates whether to extrude this path. Extruding the path extends a filled interior from the path to the
* terrain.
*
* @return true to extrude this path, otherwise false.
*
* @see #setExtrude(boolean)
*/
public boolean isExtrude()
{
return extrude;
}
/**
* Specifies whether to extrude this path. Extruding the path extends a filled interior from the path to the
* terrain.
*
* @param extrude true to extrude this path, otherwise false. The default value is false.
*/
public void setExtrude(boolean extrude)
{
this.extrude = extrude;
this.reset();
}
/**
* Indicates whether this path is terrain following.
*
* @return true if terrain following, otherwise false.
*
* @see #setFollowTerrain(boolean)
*/
public boolean isFollowTerrain()
{
return this.followTerrain;
}
/**
* Specifies whether this path is terrain following.
*
* @param followTerrain true if terrain following, otherwise false. The default value is false.
*/
public void setFollowTerrain(boolean followTerrain)
{
if (this.followTerrain == followTerrain)
return;
this.followTerrain = followTerrain;
this.reset();
}
/**
* Indicates the number of segments used between specified positions to achieve this path's path type. Higher values
* cause the path to conform more closely to the path type but decrease performance.
*
* Note: The sub-segments number is ignored when the path follows terrain or when the path type is {@link
* AVKey#LINEAR}.
*
* @return the number of sub-segments.
*
* @see #setNumSubsegments(int)
*/
public int getNumSubsegments()
{
return numSubsegments;
}
/**
* Specifies the number of segments used between specified positions to achieve this path's path type. Higher values
* cause the path to conform more closely to the path type but decrease performance.
*
* Note: The sub-segments number is ignored when the path follows terrain or when the path type is {@link
* AVKey#LINEAR}.
*
* @param numSubsegments the number of sub-segments. The default is 10.
*/
public void setNumSubsegments(int numSubsegments)
{
this.numSubsegments = numSubsegments;
this.reset();
}
/**
* Indicates the terrain conformance target when this path follows the terrain. The value indicates the maximum
* number of pixels between which intermediate positions of a path segment -- the path portion between two specified
* positions -- are computed.
*
* @return the terrain conformance, in pixels.
*
* @see #setTerrainConformance(double)
*/
public double getTerrainConformance()
{
return terrainConformance;
}
/**
* Specifies how accurately this path must adhere to the terrain when the path is terrain following. The value
* specifies the maximum number of pixels between tessellation points. Lower values increase accuracy but decrease
* performance.
*
* @param terrainConformance the number of pixels between tessellation points.
*/
public void setTerrainConformance(double terrainConformance)
{
this.terrainConformance = terrainConformance;
this.reset();
}
/**
* Indicates this paths path type.
*
* @return the path type.
*
* @see #setPathType(String)
*/
public String getPathType()
{
return pathType;
}
/**
* Specifies this path's path type. Recognized values are {@link AVKey#GREAT_CIRCLE}, {@link AVKey#RHUMB_LINE} and
* {@link AVKey#LINEAR}.
*
* @param pathType the current path type. The default value is {@link AVKey#LINEAR}.
*
* @see Path Types
*/
public void setPathType(String pathType)
{
this.pathType = pathType;
this.reset();
}
/**
* Indicates whether to draw at each specified path position when this path is extruded.
*
* @return true to draw the lines, otherwise false.
*
* @see #setDrawVerticals(boolean)
*/
public boolean isDrawVerticals()
{
return drawVerticals;
}
/**
* Specifies whether to draw vertical lines at each specified path position when this path is extruded.
*
* @param drawVerticals true to draw the lines, otherwise false. The default value is true.
*/
public void setDrawVerticals(boolean drawVerticals)
{
this.drawVerticals = drawVerticals;
this.reset();
}
/**
* Indicates whether dots are drawn at the Path's original positions.
*
* @return true if dots are drawn, otherwise false.
*/
public boolean isShowPositions()
{
return showPositions;
}
/**
* Specifies whether to draw dots at the original positions of the Path. The dot color and size are controlled by
* the Path's outline material and scale attributes.
*
* @param showPositions true if dots are drawn at each original (not tessellated) position, otherwise false.
*/
public void setShowPositions(boolean showPositions)
{
this.showPositions = showPositions;
}
/**
* Indicates the scale factor controlling the size of dots drawn at this path's specified positions. The scale is
* multiplied by the outline width given in this path's {@link ShapeAttributes} to determine the actual size of the
* dots, in pixels. See {@link ShapeAttributes#setOutlineWidth(double)}.
*
* @return the shape's draw-position scale. The default scale is 10.
*/
public double getShowPositionsScale()
{
return showPositionsScale;
}
/**
* Specifies the scale factor controlling the size of dots drawn at this path's specified positions. The scale is
* multiplied by the outline width given in this path's {@link ShapeAttributes} to determine the actual size of the
* dots, in pixels. See {@link ShapeAttributes#setOutlineWidth(double)}.
*
* @param showPositionsScale the new draw-position scale.
*/
public void setShowPositionsScale(double showPositionsScale)
{
this.showPositionsScale = showPositionsScale;
}
/**
* Indicates the eye distance from this shape's center beyond which position dots are not drawn.
*
* @return the eye distance at which to enable or disable position dot drawing. The default is 1e6 meters, which
* typically causes the dots to always be drawn.
*/
public double getShowPositionsThreshold()
{
return showPositionsThreshold;
}
/**
* Specifies the eye distance from this shape's center beyond which position dots are not drawn.
*
* @param showPositionsThreshold the eye distance at which to enable or disable position dot drawing.
*/
public void setShowPositionsThreshold(double showPositionsThreshold)
{
this.showPositionsThreshold = showPositionsThreshold;
}
public Sector getSector()
{
if (this.sector == null && this.positions != null)
this.sector = Sector.boundingSector(this.positions);
return this.sector;
}
@Override
protected boolean mustDrawInterior()
{
return super.mustDrawInterior() && this.getCurrentPathData().hasExtrusionPoints;
}
@Override
protected boolean mustApplyLighting(DrawContext dc, ShapeAttributes activeAttrs)
{
return false; // TODO: Lighting; need to compute normals
}
@Override
protected boolean mustApplyTexture(DrawContext dc)
{
return false;
}
protected boolean mustRegenerateGeometry(DrawContext dc)
{
if (this.getCurrentPathData() == null || this.getCurrentPathData().renderedPath == null)
return true;
if (this.getCurrentPathData().tessellatedPositions == null)
return true;
if (dc.getVerticalExaggeration() != this.getCurrentPathData().getVerticalExaggeration())
return true;
//noinspection SimplifiableIfStatement
// if (this.getAltitudeMode() == WorldWind.ABSOLUTE
// && this.getCurrentPathData().getGlobeStateKey() != null
// && this.getCurrentPathData().getGlobeStateKey().equals(dc.getGlobe().getGlobeStateKey(dc)))
// return false;
return super.mustRegenerateGeometry(dc);
}
protected boolean shouldUseVBOs(DrawContext dc)
{
return this.getCurrentPathData().tessellatedPositions.size() > VBO_THRESHOLD && super.shouldUseVBOs(dc);
}
/**
* Indicates whether this Path's defining positions and the positions in between are located on the underlying
* terrain. This returns true
if this Path's altitude mode is WorldWind.CLAMP_TO_GROUND
* and the follow-terrain property is true
. Otherwise this returns false
.
*
* @return true
if this Path's positions and the positions in between are located on the underlying
* terrain, and false
otherwise.
*/
protected boolean isSurfacePath()
{
return this.getAltitudeMode() == WorldWind.CLAMP_TO_GROUND && this.isFollowTerrain();
}
@Override
protected void determineActiveAttributes()
{
// When the interior is drawn the vertex buffer has a different layout, so it may need to be rebuilt.
boolean isDrawInterior = this.activeAttributes.isDrawInterior();
super.determineActiveAttributes();
if (this.activeAttributes != null && this.activeAttributes.isDrawInterior() != isDrawInterior)
this.getCurrentData().setExpired(true);
}
/** Counts the number of positions in this path's specified positions. */
protected void computePositionCount()
{
this.numPositions = 0;
if (this.positions != null)
{
//noinspection UnusedDeclaration
for (Position pos : this.positions)
{
++this.numPositions;
}
}
}
@Override
protected boolean doMakeOrderedRenderable(DrawContext dc)
{
// currentData must be set prior to calling this method
PathData pathData = this.getCurrentPathData();
pathData.setReferencePoint(this.computeReferenceCenter(dc));
if (pathData.getReferencePoint() == null)
return false;
// Recompute tessellated positions because the geometry or view may have changed.
this.makeTessellatedPositions(dc, pathData);
if (pathData.tessellatedPositions == null || pathData.tessellatedPositions.size() < 2)
return false;
// Create the rendered Cartesian points.
int previousSize = pathData.renderedPath != null ? pathData.renderedPath.limit() : 0;
this.computePath(dc, pathData.tessellatedPositions, pathData);
if (pathData.renderedPath == null || pathData.renderedPath.limit() < 6)
return false;
if (pathData.renderedPath.limit() > previousSize && this.shouldUseVBOs(dc))
this.clearCachedVbos(dc);
pathData.setExtent(this.computeExtent(pathData));
// If the shape is less that a pixel in size, don't render it.
if (this.getExtent() == null || dc.isSmall(this.getExtent(), 1))
return false;
if (!this.intersectsFrustum(dc))
return false;
pathData.setEyeDistance(this.computeEyeDistance(dc, pathData));
pathData.setGlobeStateKey(dc.getGlobe().getGlobeStateKey(dc));
pathData.setVerticalExaggeration(dc.getVerticalExaggeration());
return true;
}
/**
* {@inheritDoc}
*
* Overridden to add this Path's pickable positions to the pick candidates.
*/
@Override
protected void doDrawOrderedRenderable(DrawContext dc, PickSupport pickCandidates)
{
if (dc.isPickingMode())
{
// Add the pickable objects used to resolve picks against individual position points. This must be done
// before we call super.doDrawOrderedRenderable in order to populate the pickPositionColors buffer before
// outline rendering.
this.addPickablePositions(dc, pickCandidates);
}
super.doDrawOrderedRenderable(dc, pickCandidates);
}
/**
* {@inheritDoc}
*
* Overridden to place this Path behind other ordered renderables when this Path is entirely located on the
* underlying terrain. In this case this Path must be drawn first to ensure that other ordered renderables are
* correctly drawn on top of it and are not affected by this Path's depth offset. If two paths are both located on
* the terrain, they are drawn with respect to their layer ordering.
*/
@Override
protected void addOrderedRenderable(DrawContext dc)
{
if (this.isSurfacePath())
{
dc.addOrderedRenderable(this, true); // Specify that this Path is behind before other renderables.
}
else
{
super.addOrderedRenderable(dc);
}
}
@Override
protected boolean isOrderedRenderableValid(DrawContext dc)
{
return this.getCurrentPathData().renderedPath != null && this.getCurrentPathData().vertexCount >= 2;
}
/**
* {@inheritDoc}
*
* If this Path is entirely located on the terrain, this applies an offset to the Path's depth values to to ensure
* it shows over the terrain. This does not apply a depth offset in any other case to avoid incorrectly drawing the
* path over objects it should be behind, including the terrain. In addition to applying a depth offset, this
* disables writing to the depth buffer to avoid causing subsequently drawn ordered renderables to incorrectly fail
* the depth test. Since this Path is located on the terrain, the terrain already provides the necessary depth
* values and we can be certain that other ordered renderables should appear on top of it.
*/
@Override
protected void doDrawOutline(DrawContext dc)
{
boolean projectionOffsetPushed = false; // keep track for error recovery
try
{
if (this.isSurfacePath())
{
// Pull the line forward just a bit to ensure it shows over the terrain.
dc.pushProjectionOffest(SURFACE_PATH_DEPTH_OFFSET);
dc.getGL().glDepthMask(false);
projectionOffsetPushed = true;
}
if (this.shouldUseVBOs(dc))
{
int[] vboIds = this.getVboIds(dc);
if (vboIds != null)
this.doDrawOutlineVBO(dc, vboIds, this.getCurrentPathData());
else
this.doDrawOutlineVA(dc, this.getCurrentPathData());
}
else
{
this.doDrawOutlineVA(dc, this.getCurrentPathData());
}
}
finally
{
if (projectionOffsetPushed)
{
dc.popProjectionOffest();
dc.getGL().glDepthMask(true);
}
}
}
protected void doDrawOutlineVBO(DrawContext dc, int[] vboIds, PathData pathData)
{
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
try
{
int stride = pathData.hasExtrusionPoints ? 2 * pathData.vertexStride : pathData.vertexStride;
int count = pathData.hasExtrusionPoints ? pathData.vertexCount / 2 : pathData.vertexCount;
boolean useVertexColors = !dc.isPickingMode() && pathData.tessellatedColors != null;
// Convert stride from number of elements to number of bytes.
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboIds[0]);
gl.glVertexPointer(3, GL.GL_FLOAT, 4 * stride, 0);
// Apply this path's per-position colors if we're in normal rendering mode (not picking) and this path's
// positionColors is non-null.
if (useVertexColors)
{
// Convert stride and offset from number of elements to number of bytes.
gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL.GL_FLOAT, 4 * stride, 4 * pathData.colorOffset);
}
gl.glDrawArrays(GL.GL_LINE_STRIP, 0, count);
if (useVertexColors)
gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
if (pathData.hasExtrusionPoints && this.isDrawVerticals())
this.drawVerticalOutlineVBO(dc, vboIds, pathData);
if (this.isShowPositions())
this.drawPointsVBO(dc, vboIds, pathData);
}
finally
{
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
protected void doDrawOutlineVA(DrawContext dc, PathData pathData)
{
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
int stride = pathData.hasExtrusionPoints ? 2 * pathData.vertexStride : pathData.vertexStride;
int count = pathData.hasExtrusionPoints ? pathData.vertexCount / 2 : pathData.vertexCount;
boolean useVertexColors = !dc.isPickingMode() && pathData.tessellatedColors != null;
// Convert stride from number of elements to number of bytes.
gl.glVertexPointer(3, GL.GL_FLOAT, 4 * stride, pathData.renderedPath.rewind());
// Apply this path's per-position colors if we're in normal rendering mode (not picking) and this path's
// positionColors is non-null.
if (useVertexColors)
{
// Convert stride from number of elements to number of bytes, and position the vertex buffer at the first
// color.
gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL.GL_FLOAT, 4 * stride, pathData.renderedPath.position(pathData.colorOffset));
pathData.renderedPath.rewind();
}
gl.glDrawArrays(GL.GL_LINE_STRIP, 0, count);
if (useVertexColors)
gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
if (pathData.hasExtrusionPoints && this.isDrawVerticals())
this.drawVerticalOutlineVA(dc, pathData);
if (this.isShowPositions())
this.drawPointsVA(dc, pathData);
}
protected void drawVerticalOutlineVBO(DrawContext dc, int[] vboIds, PathData pathData)
{
IntBuffer polePositions = pathData.polePositions;
if (polePositions == null || polePositions.limit() < 1)
return;
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
// Convert stride from number of elements to number of bytes.
gl.glVertexPointer(3, GL.GL_FLOAT, 4 * pathData.vertexStride, 0);
gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);
gl.glDrawElements(GL.GL_LINES, polePositions.limit(), GL.GL_UNSIGNED_INT, 0);
gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
}
/**
* Draws vertical lines at this path's specified positions.
*
* @param dc the current draw context.
* @param pathData the current globe-specific path data.
*/
protected void drawVerticalOutlineVA(DrawContext dc, PathData pathData)
{
IntBuffer polePositions = pathData.polePositions;
if (polePositions == null || polePositions.limit() < 1)
return;
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
// Convert stride from number of elements to number of bytes.
gl.glVertexPointer(3, GL.GL_FLOAT, 4 * pathData.vertexStride, pathData.renderedPath.rewind());
gl.glDrawElements(GL.GL_LINES, polePositions.limit(), GL.GL_UNSIGNED_INT, polePositions.rewind());
}
/**
* Draws vertical lines at this path's specified positions.
*
* @param dc the current draw context.
* @param pathData the current globe-specific path data.
*/
protected void drawPointsVA(DrawContext dc, PathData pathData)
{
double d = this.getDistanceMetric(dc, pathData);
if (d > this.getShowPositionsThreshold())
return;
IntBuffer posPoints = pathData.positionPoints;
if (posPoints == null || posPoints.limit() < 1)
return;
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
// Convert stride from number of elements to number of bytes.
gl.glVertexPointer(3, GL.GL_FLOAT, 4 * pathData.vertexStride, pathData.renderedPath.rewind());
if (dc.isPickingMode())
{
gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
gl.glColorPointer(3, GL.GL_UNSIGNED_BYTE, 0, pickPositionColors);
}
else if (pathData.tessellatedColors != null)
{
// Apply this path's per-position colors if we're in normal rendering mode (not picking) and this path's
// positionColors is non-null. Convert stride from number of elements to number of bytes, and position the
// vertex buffer at the first color.
gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL.GL_FLOAT, 4 * pathData.vertexStride,
pathData.renderedPath.position(pathData.colorOffset));
}
this.prepareToDrawPoints(dc);
gl.glDrawElements(GL.GL_POINTS, posPoints.limit(), GL.GL_UNSIGNED_INT, posPoints.rewind());
// Restore gl state
gl.glPointSize(1f);
gl.glDisable(GL2.GL_POINT_SMOOTH);
if (dc.isPickingMode() || pathData.tessellatedColors != null)
gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
}
/**
* Draws points at this path's specified positions.
*
* Note: when the draw context is in picking mode, this binds the current GL_ARRAY_BUFFER to 0 after using the
* currently bound GL_ARRAY_BUFFER to specify the vertex pointer. This does not restore GL_ARRAY_BUFFER to the its
* previous state. If the caller intends to use that buffer after this method returns, the caller must bind the
* buffer again.
*
* @param dc the current draw context.
* @param vboIds the ids of this shapes buffers.
* @param pathData the current globe-specific path data.
*/
protected void drawPointsVBO(DrawContext dc, int[] vboIds, PathData pathData)
{
double d = this.getDistanceMetric(dc, pathData);
if (d > this.getShowPositionsThreshold())
return;
IntBuffer posPoints = pathData.positionPoints;
if (posPoints == null || posPoints.limit() < 1)
return;
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
// Convert stride from number of elements to number of bytes.
gl.glVertexPointer(3, GL.GL_FLOAT, 4 * pathData.vertexStride, 0);
if (dc.isPickingMode())
{
gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
gl.glColorPointer(3, GL.GL_UNSIGNED_BYTE, 0, pickPositionColors);
}
else if (pathData.tessellatedColors != null)
{
// Apply this path's per-position colors if we're in normal rendering mode (not picking) and this path's
// positionColors is non-null. Convert the stride and offset from number of elements to number of bytes.
gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL.GL_FLOAT, 4 * pathData.vertexStride, 4 * pathData.colorOffset);
}
this.prepareToDrawPoints(dc);
gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, vboIds[2]);
gl.glDrawElements(GL.GL_POINTS, posPoints.limit(), GL.GL_UNSIGNED_INT, 0);
// Restore the previous GL point state.
gl.glPointSize(1f);
gl.glDisable(GL2.GL_POINT_SMOOTH);
// Restore the previous GL color array state.
if (dc.isPickingMode() || pathData.tessellatedColors != null)
gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
}
protected void prepareToDrawPoints(DrawContext dc)
{
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
if (dc.isPickingMode())
{
// During picking, compute the GL point size as the product of the active outline width and the show
// positions scale, plus the positive difference (if any) between the outline pick width and the outline
// width. During picking, the outline width is set to the larger of the outline width and the outline pick
// width. We need to adjust the point size accordingly to ensure that the points are not covered by the
// larger outline width. We add the difference between the normal and pick widths rather than scaling the
// pick width by the show positions scale, because the latter produces point sizes that are too large, and
// obscure the other nearby points.
ShapeAttributes activeAttrs = this.getActiveAttributes();
double deltaWidth = activeAttrs.getOutlineWidth() < this.getOutlinePickWidth()
? this.getOutlinePickWidth() - activeAttrs.getOutlineWidth() : 0;
gl.glPointSize((float) (this.getShowPositionsScale() * activeAttrs.getOutlineWidth() + deltaWidth));
}
else
{
// During normal rendering mode, compute the GL point size as the product of the active outline width and
// the show positions scale. This computation is consistent with the documentation for the methods
// setShowPositionsScale and getShowPositionsScale.
gl.glPointSize((float) (this.getShowPositionsScale() * this.getActiveAttributes().getOutlineWidth()));
}
// Enable point smoothing both in picking mode and normal rendering mode. Normally, we do not enable smoothing
// during picking, because GL uses semi-transparent fragments to give the point a round and anti-aliased
// appearance, and semi-transparent pixels do not correspond to this Path's pickable color. Since blending is
// not enabled during picking but the alpha test is, this has the effect of producing a rounded point in the
// pick buffer that has a sharp transition between the Path's pick color and the other fragment colors. Without
// this state enabled, position points display as squares in the pick buffer.
gl.glEnable(GL2.GL_POINT_SMOOTH);
gl.glHint(GL2.GL_POINT_SMOOTH_HINT, GL2.GL_NICEST);
}
/**
* Draws this path's interior when the path is extruded.
*
* @param dc the current draw context.
*/
protected void doDrawInterior(DrawContext dc)
{
if (this.shouldUseVBOs(dc))
{
int[] vboIds = this.getVboIds(dc);
if (vboIds != null)
this.doDrawInteriorVBO(dc, vboIds, this.getCurrentPathData());
else
this.doDrawInteriorVA(dc, this.getCurrentPathData());
}
else
{
this.doDrawInteriorVA(dc, this.getCurrentPathData());
}
}
protected void doDrawInteriorVBO(DrawContext dc, int[] vboIds, PathData pathData)
{
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
// Convert stride from number of elements to number of bytes.
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboIds[0]);
gl.glVertexPointer(3, GL.GL_FLOAT, 4 * pathData.vertexStride, 0);
gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, pathData.vertexCount);
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
}
protected void doDrawInteriorVA(DrawContext dc, PathData pathData)
{
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
// Convert stride from number of elements to number of bytes.
gl.glVertexPointer(3, GL.GL_FLOAT, 4 * pathData.vertexStride, pathData.renderedPath.rewind());
gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, pathData.vertexCount);
}
/**
* Computes the shape's model-coordinate path from a list of positions. Applies the path's terrain-conformance
* settings. Adds extrusion points -- those on the ground -- when the path is extruded.
*
* @param dc the current draw context.
* @param positions the positions to create a path for.
* @param pathData the current globe-specific path data.
*/
protected void computePath(DrawContext dc, List positions, PathData pathData)
{
pathData.hasExtrusionPoints = false;
FloatBuffer path = pathData.renderedPath;
if (this.getAltitudeMode() == WorldWind.CLAMP_TO_GROUND)
path = this.computePointsRelativeToTerrain(dc, positions, 0d, path, pathData);
else if (this.getAltitudeMode() == WorldWind.RELATIVE_TO_GROUND)
path = this.computePointsRelativeToTerrain(dc, positions, null, path, pathData);
else
path = this.computeAbsolutePoints(dc, positions, path, pathData);
path.flip(); // since the path is reused the limit might not be the same as the previous usage
pathData.renderedPath = path;
pathData.vertexCount = path.limit() / pathData.vertexStride;
}
/**
* Computes a terrain-conforming, model-coordinate path from a list of positions, using either a specified altitude
* or the altitudes in the specified positions. Adds extrusion points -- those on the ground -- when the path is
* extruded and the specified single altitude is not 0.
*
* @param dc the current draw context.
* @param positions the positions to create a path for.
* @param altitude if non-null, the height above the terrain to use for all positions. If null, each position's
* altitude is used as the height above the terrain.
* @param path a buffer in which to store the computed points. May be null. The buffer is not used if it is
* null or tool small for the required number of points. A new buffer is created in that case and
* returned by this method. This method modifies the buffer,s position and limit fields.
* @param pathData the current globe-specific path data.
*
* @return the buffer in which to place the computed points.
*/
protected FloatBuffer computePointsRelativeToTerrain(DrawContext dc, List positions,
Double altitude, FloatBuffer path, PathData pathData)
{
boolean extrudeIt = this.isExtrude() && !(altitude != null && altitude == 0);
int numPoints = extrudeIt ? 2 * positions.size() : positions.size();
int elemsPerPoint = (pathData.tessellatedColors != null ? 7 : 3);
Iterator colorIter = (pathData.tessellatedColors != null ? pathData.tessellatedColors.iterator() : null);
float[] color = (pathData.tessellatedColors != null ? new float[4] : null);
if (path == null || path.capacity() < elemsPerPoint * numPoints)
path = Buffers.newDirectFloatBuffer(elemsPerPoint * numPoints);
path.clear();
for (Position pos : positions)
{
double height = altitude != null ? altitude : pos.getAltitude();
Vec4 referencePoint = pathData.getReferencePoint();
Vec4 pt = dc.computeTerrainPoint(pos.getLatitude(), pos.getLongitude(), height);
path.put((float) (pt.x - referencePoint.x));
path.put((float) (pt.y - referencePoint.y));
path.put((float) (pt.z - referencePoint.z));
if (colorIter != null && colorIter.hasNext())
{
colorIter.next().getRGBComponents(color);
path.put(color);
}
if (extrudeIt)
this.appendTerrainPoint(dc, pos, color, path, pathData);
}
pathData.colorOffset = (pathData.tessellatedColors != null ? 3 : 0);
pathData.vertexStride = elemsPerPoint;
return path;
}
/**
* Computes a model-coordinate path from a list of positions, using the altitudes in the specified positions. Adds
* extrusion points -- those on the ground -- when the path is extruded and the specified single altitude is not 0.
*
* @param dc the current draw context.
* @param positions the positions to create a path for.
* @param path a buffer in which to store the computed points. May be null. The buffer is not used if it is
* null or tool small for the required number of points. A new buffer is created in that case and
* returned by this method. This method modifies the buffer,s position and limit fields.
* @param pathData the current globe-specific path data.
*
* @return the buffer in which to place the computed points.
*/
protected FloatBuffer computeAbsolutePoints(DrawContext dc, List positions, FloatBuffer path,
PathData pathData)
{
int numPoints = this.isExtrude() ? 2 * positions.size() : positions.size();
int elemsPerPoint = (pathData.tessellatedColors != null ? 7 : 3);
Iterator colorIter = (pathData.tessellatedColors != null ? pathData.tessellatedColors.iterator() : null);
float[] color = (pathData.tessellatedColors != null ? new float[4] : null);
if (path == null || path.capacity() < elemsPerPoint * numPoints)
path = Buffers.newDirectFloatBuffer(elemsPerPoint * numPoints);
path.clear();
Globe globe = dc.getGlobe();
Vec4 referencePoint = pathData.getReferencePoint();
if (dc.getVerticalExaggeration() != 1)
{
double ve = dc.getVerticalExaggeration();
for (Position pos : positions)
{
Vec4 pt = globe.computePointFromPosition(pos.getLatitude(), pos.getLongitude(),
ve * (pos.getAltitude()));
path.put((float) (pt.x - referencePoint.x));
path.put((float) (pt.y - referencePoint.y));
path.put((float) (pt.z - referencePoint.z));
if (colorIter != null && colorIter.hasNext())
{
colorIter.next().getRGBComponents(color);
path.put(color);
}
if (this.isExtrude())
this.appendTerrainPoint(dc, pos, color, path, pathData);
}
}
else
{
for (Position pos : positions)
{
Vec4 pt = globe.computePointFromPosition(pos);
path.put((float) (pt.x - referencePoint.x));
path.put((float) (pt.y - referencePoint.y));
path.put((float) (pt.z - referencePoint.z));
if (colorIter != null && colorIter.hasNext())
{
colorIter.next().getRGBComponents(color);
path.put(color);
}
if (this.isExtrude())
this.appendTerrainPoint(dc, pos, color, path, pathData);
}
}
pathData.colorOffset = (pathData.tessellatedColors != null ? 3 : 0);
pathData.vertexStride = elemsPerPoint;
return path;
}
/**
* Computes a point on a path and adds it to the renderable geometry. Used to generate extrusion vertices.
*
* @param dc the current draw context.
* @param position the path position.
* @param color an array of length 4 containing the position's corresponding color as RGBA values in the range
* [0, 1], or null
if the position has no associated color.
* @param path the path to append to. Assumes that the path has adequate capacity.
* @param pathData the current globe-specific path data.
*/
protected void appendTerrainPoint(DrawContext dc, Position position, float[] color, FloatBuffer path,
PathData pathData)
{
Vec4 referencePoint = pathData.getReferencePoint();
Vec4 pt = dc.computeTerrainPoint(position.getLatitude(), position.getLongitude(), 0d);
path.put((float) (pt.x - referencePoint.x));
path.put((float) (pt.y - referencePoint.y));
path.put((float) (pt.z - referencePoint.z));
if (color != null)
path.put(color);
pathData.hasExtrusionPoints = true;
}
/**
* Registers this Path's pickable position color codes with the specified pickCandidates. The pickCandidates must be
* an instance of PathPickSupport. This does nothing if this Path's position points are not drawn.
*
* @param dc the current draw context.
* @param pickCandidates the PickSupport to register with. Must be an instance of PathPickSupport.
*/
protected void addPickablePositions(DrawContext dc, PickSupport pickCandidates)
{
if (!this.isShowPositions())
return;
PathData pathData = this.getCurrentPathData();
double d = this.getDistanceMetric(dc, pathData);
if (d > this.getShowPositionsThreshold())
return;
IntBuffer posPoints = pathData.positionPoints;
if (posPoints == null || posPoints.limit() < 1)
return;
if (pickPositionColors == null || pickPositionColors.capacity() < 3 * pathData.vertexCount)
pickPositionColors = ByteBuffer.allocateDirect(3 * pathData.vertexCount);
pickPositionColors.clear();
posPoints.rewind(); // Rewind the position points buffer before use to ensure it starts at position 0.
posPoints.get(); // Skip the first position index; this is always 0.
int nextPosition = posPoints.get();
Color pickColor = dc.getUniquePickColor();
int minColorCode = pickColor.getRGB();
int maxColorCode = minColorCode;
for (int i = 0; i < pathData.vertexCount; i++)
{
if (i == nextPosition)
{
if (posPoints.remaining() > 0) // Don't advance beyond the last position index.
nextPosition = posPoints.get();
pickColor = dc.getUniquePickColor();
maxColorCode = pickColor.getRGB();
}
pickPositionColors.put((byte) pickColor.getRed()).put((byte) pickColor.getGreen()).put(
(byte) pickColor.getBlue());
}
pickPositionColors.flip(); // Since this buffer is shared, the limit will likely be different each use.
posPoints.rewind(); // Rewind the position points buffer after use.
((PathPickSupport) pickCandidates).addPickablePositions(minColorCode, maxColorCode, this);
}
/**
* Returns a new PickedObject corresponding to this Path's position point at the specified index. The returned
* PickedObject's AVList contains the picked position's geographic position in the key AVKey.POSITION and its
* ordinal number in the key AVKey.ORDINAL.
*
* @param colorCode the color code corresponding to the picked position point.
* @param positionIndex the position point's index.
*
* @return a PickedObject corresponding to the position point at the specified index.
*/
protected PickedObject resolvePickedPosition(int colorCode, int positionIndex)
{
PickedObject po = this.createPickedObject(colorCode);
Position pos = this.getPosition(positionIndex);
if (pos != null)
po.setPosition(pos);
Integer ordinal = this.getOrdinal(positionIndex);
if (ordinal != null)
po.setValue(AVKey.ORDINAL, ordinal);
return po;
}
/**
* Generates positions defining this path with path type and terrain-conforming properties applied. Builds the
* path's tessellatedPositions
and polePositions
fields.
*
* @param pathData the current globe-specific path data.
* @param dc the current draw context.
*/
protected void makeTessellatedPositions(DrawContext dc, PathData pathData)
{
if (this.numPositions < 2)
return;
if (pathData.tessellatedPositions == null || pathData.tessellatedPositions.size() < this.numPositions)
{
int size = (this.numSubsegments * (this.numPositions - 1) + 1) * (this.isExtrude() ? 2 : 1);
pathData.tessellatedPositions = new ArrayList(size);
pathData.tessellatedColors = (this.positionColors != null) ? new ArrayList(size) : null;
}
else
{
pathData.tessellatedPositions.clear();
if (pathData.tessellatedColors != null)
pathData.tessellatedColors.clear();
}
if (pathData.polePositions == null || pathData.polePositions.capacity() < this.numPositions * 2)
pathData.polePositions = Buffers.newDirectIntBuffer(this.numPositions * 2);
else
pathData.polePositions.clear();
if (pathData.positionPoints == null || pathData.positionPoints.capacity() < this.numPositions)
pathData.positionPoints = Buffers.newDirectIntBuffer(this.numPositions);
else
pathData.positionPoints.clear();
this.makePositions(dc, pathData);
pathData.tessellatedPositions.trimToSize();
pathData.polePositions.flip();
pathData.positionPoints.flip();
if (pathData.tessellatedColors != null)
pathData.tessellatedColors.trimToSize();
}
/**
* Computes this Path's distance from the eye point, for use in determining when to show positions points. The value
* returned is only an approximation because the eye distance varies along the path.
*
* @param dc the current draw context.
* @param pathData this path's current shape data.
*
* @return the distance of the shape from the eye point. If the eye distance cannot be computed, the eye position's
* elevation is returned instead.
*/
protected double getDistanceMetric(DrawContext dc, PathData pathData)
{
return pathData.getExtent() != null
? WWMath.computeDistanceFromEye(dc, pathData.getExtent())
: dc.getView().getEyePosition().getElevation();
}
protected void makePositions(DrawContext dc, PathData pathData)
{
Iterator extends Position> iter = this.positions.iterator();
Position posA = iter.next();
int ordinalA = 0;
Color colorA = this.getColor(posA, ordinalA);
this.addTessellatedPosition(posA, colorA, ordinalA, pathData); // add the first position of the path
// Tessellate each segment of the path.
Vec4 ptA = this.computePoint(dc.getTerrain(), posA);
while (iter.hasNext())
{
Position posB = iter.next();
int ordinalB = ordinalA + 1;
Color colorB = this.getColor(posB, ordinalB);
Vec4 ptB = this.computePoint(dc.getTerrain(), posB);
// If the segment is very small or not visible, don't tessellate, just add the segment's end position.
if (this.isSmall(dc, ptA, ptB, 8) || !this.isSegmentVisible(dc, posA, posB, ptA, ptB))
this.addTessellatedPosition(posB, colorB, ordinalB, pathData);
else
this.makeSegment(dc, posA, posB, ptA, ptB, colorA, colorB, ordinalA, ordinalB, pathData);
posA = posB;
ptA = ptB;
ordinalA = ordinalB;
colorA = colorB;
}
}
/**
* Adds a position to this path's tessellatedPositions
list. If the specified color is not
* null
, this adds the color to this path's tessellatedColors
list. If the specified
* ordinal is not null
, this adds the position's index to the polePositions
and
* positionPoints
index buffers.
*
* @param pos the position to add.
* @param color the color corresponding to the position. May be null
to indicate that the position
* has no associated color.
* @param ordinal the ordinal number corresponding to the position's location in the original position list. May be
* null
to indicate that the position is not one of the originally specified
* positions.
* @param pathData the current globe-specific path data.
*/
protected void addTessellatedPosition(Position pos, Color color, Integer ordinal, PathData pathData)
{
if (ordinal != null)
{
// NOTE: Assign these indices before adding the new position to the tessellatedPositions list.
int index = pathData.tessellatedPositions.size() * 2;
pathData.polePositions.put(index).put(index + 1);
if (pathData.hasExtrusionPoints)
pathData.positionPoints.put(index);
else
pathData.positionPoints.put(pathData.tessellatedPositions.size());
}
pathData.tessellatedPositions.add(pos); // be sure to do the add after the pole position is set
if (color != null)
pathData.tessellatedColors.add(color);
}
/**
* Returns the Path position corresponding index. This returns null if the index does not correspond to an original
* position.
*
* @param positionIndex the position's index.
*
* @return the Position corresponding to the specified index.
*/
protected Position getPosition(int positionIndex)
{
PathData pathData = this.getCurrentPathData();
// Get an index into the tessellatedPositions list.
int index = pathData.positionPoints.get(positionIndex);
// Return the originally specified position, which is stored in the tessellatedPositions list.
return (index >= 0 && index < pathData.tessellatedPositions.size()) ?
pathData.tessellatedPositions.get(index) : null;
}
/**
* Returns the ordinal number corresponding to the position. This returns null if the position index does not
* correspond to an original position.
*
* @param positionIndex the position's index.
*
* @return the ordinal number corresponding to the specified position index.
*/
protected Integer getOrdinal(int positionIndex)
{
return positionIndex;
}
/**
* Returns an RGBA color corresponding to the specified position from the original position list and its
* corresponding ordinal number by delegating the call to this path's positionColors. This returns null
* if this path's positionColors property is null
. This returns white if a color cannot be determined
* for the specified position and ordinal.
*
* @param pos the path position the color corresponds to.
* @param ordinal the ordinal number of the specified position.
*
* @return an RGBA color corresponding to the position and ordinal, or null
if this path's
* positionColors property is null
.
*/
protected Color getColor(Position pos, Integer ordinal)
{
if (this.positionColors == null)
return null;
Color color = this.positionColors.getColor(pos, ordinal);
return color != null ? color : Color.WHITE;
}
/**
* Determines whether the segment between two path positions is visible.
*
* @param dc the current draw context.
* @param posA the segment's first position.
* @param posB the segment's second position.
* @param ptA the model-coordinate point corresponding to the segment's first position.
* @param ptB the model-coordinate point corresponding to the segment's second position.
*
* @return true if the segment is visible relative to the current view frustum, otherwise false.
*/
protected boolean isSegmentVisible(DrawContext dc, Position posA, Position posB, Vec4 ptA, Vec4 ptB)
{
Frustum f = dc.getView().getFrustumInModelCoordinates();
if (f.contains(ptA))
return true;
if (f.contains(ptB))
return true;
if (ptA.equals(ptB))
return false;
Position posC = Position.interpolateRhumb(0.5, posA, posB);
Vec4 ptC = this.computePoint(dc.getTerrain(), posC);
if (f.contains(ptC))
return true;
double r = Line.distanceToSegment(ptA, ptB, ptC);
Cylinder cyl = new Cylinder(ptA, ptB, r == 0 ? 1 : r);
return cyl.intersects(dc.getView().getFrustumInModelCoordinates());
}
/**
* Creates the interior segment positions to adhere to the current path type and terrain-following settings.
*
* @param dc the current draw context.
* @param posA the segment's first position.
* @param posB the segment's second position.
* @param ptA the model-coordinate point corresponding to the segment's first position.
* @param ptB the model-coordinate point corresponding to the segment's second position.
* @param colorA the color corresponding to the segment's first position, or null
if the first
* position has no associated color.
* @param colorB the color corresponding to the segment's second position, or null
if the first
* position has no associated color.
* @param ordinalA the ordinal number corresponding to the segment's first position in the original position list.
* @param ordinalB the ordinal number corresponding to the segment's second position in the original position list.
* @param pathData the current globe-specific path data.
*/
@SuppressWarnings({"StringEquality", "UnusedParameters"})
protected void makeSegment(DrawContext dc, Position posA, Position posB, Vec4 ptA, Vec4 ptB, Color colorA,
Color colorB, int ordinalA, int ordinalB, PathData pathData)
{
// This method does not add the first position of the segment to the position list. It adds only the
// subsequent positions, including the segment's last position.
boolean straightLine = this.getPathType() == AVKey.LINEAR && !this.isFollowTerrain();
double arcLength;
if (straightLine)
arcLength = ptA.distanceTo3(ptB);
else
arcLength = this.computeSegmentLength(dc, posA, posB);
if (arcLength <= 0 || straightLine)
{
if (!ptA.equals(ptB))
this.addTessellatedPosition(posB, colorB, ordinalB, pathData);
return;
}
// Variables for great circle and rhumb computation.
Angle segmentAzimuth = null;
Angle segmentDistance = null;
for (double s = 0, p = 0; s < 1; )
{
if (this.isFollowTerrain())
p += this.terrainConformance * dc.getView().computePixelSizeAtDistance(
ptA.distanceTo3(dc.getView().getEyePoint()));
else
p += arcLength / this.numSubsegments;
Position pos;
Color color;
s = p / arcLength;
if (s >= 1)
{
pos = posB;
color = colorB;
}
else if (this.pathType == AVKey.LINEAR)
{
if (segmentAzimuth == null)
{
segmentAzimuth = LatLon.linearAzimuth(posA, posB);
segmentDistance = LatLon.linearDistance(posA, posB);
}
Angle distance = Angle.fromRadians(s * segmentDistance.radians);
LatLon latLon = LatLon.linearEndPosition(posA, segmentAzimuth, distance);
pos = new Position(latLon, (1 - s) * posA.getElevation() + s * posB.getElevation());
color = (colorA != null && colorB != null) ? WWUtil.interpolateColor(s, colorA, colorB) : null;
}
else if (this.pathType == AVKey.RHUMB_LINE || this.pathType == AVKey.LOXODROME)
{
if (segmentAzimuth == null)
{
segmentAzimuth = LatLon.rhumbAzimuth(posA, posB);
segmentDistance = LatLon.rhumbDistance(posA, posB);
}
Angle distance = Angle.fromRadians(s * segmentDistance.radians);
LatLon latLon = LatLon.rhumbEndPosition(posA, segmentAzimuth, distance);
pos = new Position(latLon, (1 - s) * posA.getElevation() + s * posB.getElevation());
color = (colorA != null && colorB != null) ? WWUtil.interpolateColor(s, colorA, colorB) : null;
}
else // GREAT_CIRCLE
{
if (segmentAzimuth == null)
{
segmentAzimuth = LatLon.greatCircleAzimuth(posA, posB);
segmentDistance = LatLon.greatCircleDistance(posA, posB);
}
Angle distance = Angle.fromRadians(s * segmentDistance.radians);
LatLon latLon = LatLon.greatCircleEndPosition(posA, segmentAzimuth, distance);
pos = new Position(latLon, (1 - s) * posA.getElevation() + s * posB.getElevation());
color = (colorA != null && colorB != null) ? WWUtil.interpolateColor(s, colorA, colorB) : null;
}
this.addTessellatedPosition(pos, color, s >= 1 ? ordinalB : null, pathData);
ptA = ptB;
}
}
/**
* Computes the approximate model-coordinate, path length between two positions. The length of the path depends on
* the path type: great circle, rhumb, or linear.
*
* @param dc the current draw context.
* @param posA the first position.
* @param posB the second position.
*
* @return the distance between the positions.
*/
@SuppressWarnings({"StringEquality"})
protected double computeSegmentLength(DrawContext dc, Position posA, Position posB)
{
LatLon llA = new LatLon(posA.getLatitude(), posA.getLongitude());
LatLon llB = new LatLon(posB.getLatitude(), posB.getLongitude());
Angle ang;
String pathType = this.getPathType();
if (pathType == AVKey.LINEAR)
ang = LatLon.linearDistance(llA, llB);
else if (pathType == AVKey.RHUMB_LINE || pathType == AVKey.LOXODROME)
ang = LatLon.rhumbDistance(llA, llB);
else // Great circle
ang = LatLon.greatCircleDistance(llA, llB);
if (this.getAltitudeMode() == WorldWind.CLAMP_TO_GROUND)
return ang.radians * (dc.getGlobe().getRadius());
double height = 0.5 * (posA.getElevation() + posB.getElevation());
return ang.radians * (dc.getGlobe().getRadius() + height * dc.getVerticalExaggeration());
}
/**
* Computes this path's reference center.
*
* @param dc the current draw context.
*
* @return the computed reference center, or null if it cannot be computed.
*/
protected Vec4 computeReferenceCenter(DrawContext dc)
{
if (this.positions == null)
return null;
Position pos = this.getReferencePosition();
if (pos == null)
return null;
return dc.getGlobe().computePointFromPosition(pos.getLatitude(), pos.getLongitude(),
dc.getVerticalExaggeration() * pos.getAltitude());
}
/**
* Computes the minimum distance between this Path and the eye point.
*
* A {@link gov.nasa.worldwind.render.AbstractShape.AbstractShapeData} must be current when this method is called.
*
* @param dc the draw context.
* @param pathData the current shape data for this shape.
*
* @return the minimum distance from the shape to the eye point.
*/
protected double computeEyeDistance(DrawContext dc, PathData pathData)
{
double minDistanceSquared = Double.MAX_VALUE;
Vec4 eyePoint = dc.getView().getEyePoint();
Vec4 refPt = pathData.getReferencePoint();
pathData.renderedPath.rewind();
while (pathData.renderedPath.hasRemaining())
{
double x = eyePoint.x - (pathData.renderedPath.get() + refPt.x);
double y = eyePoint.y - (pathData.renderedPath.get() + refPt.y);
double z = eyePoint.z - (pathData.renderedPath.get() + refPt.z);
double d = x * x + y * y + z * z;
if (d < minDistanceSquared)
minDistanceSquared = d;
// If the renderedPath contains RGBA color tuples in between each XYZ coordinate tuple, advance the
// renderedPath's position to the next XYZ coordinate tuple.
if (pathData.vertexStride > 3)
pathData.renderedPath.position(pathData.renderedPath.position() + pathData.vertexStride - 3);
}
return Math.sqrt(minDistanceSquared);
}
/**
* Computes the path's bounding box from the current rendering path. Assumes the rendering path is up-to-date.
*
* @param current the current data for this shape.
*
* @return the computed extent.
*/
protected Extent computeExtent(PathData current)
{
if (current.renderedPath == null)
return null;
current.renderedPath.rewind();
Box box = Box.computeBoundingBox(new BufferWrapper.FloatBufferWrapper(current.renderedPath),
current.vertexStride);
// The path points are relative to the reference center, so translate the extent to the reference center.
box = box.translate(current.getReferencePoint());
return box;
}
public Extent getExtent(Globe globe, double verticalExaggeration)
{
// See if we've cached an extent associated with the globe.
Extent extent = super.getExtent(globe, verticalExaggeration);
if (extent != null)
return extent;
PathData current = (PathData) this.shapeDataCache.getEntry(globe);
if (current == null)
return null;
// Use the tessellated positions if they exist because they best represent the actual shape.
Iterable extends Position> posits = current.tessellatedPositions != null
? current.tessellatedPositions : this.getPositions();
if (posits == null)
return null;
return super.computeExtentFromPositions(globe, verticalExaggeration, posits);
}
/**
* Computes the path's reference position. The position returned is the center-most ordinal position in the path's
* specified positions.
*
* @return the computed reference position.
*/
public Position getReferencePosition()
{
return this.numPositions < 1 ? null : this.positions.iterator().next(); // use the first position
}
protected void fillVBO(DrawContext dc)
{
PathData pathData = this.getCurrentPathData();
int numIds = this.isShowPositions() ? 3 : pathData.hasExtrusionPoints && this.isDrawVerticals() ? 2 : 1;
int[] vboIds = (int[]) dc.getGpuResourceCache().get(pathData.getVboCacheKey());
if (vboIds != null && vboIds.length != numIds)
{
this.clearCachedVbos(dc);
vboIds = null;
}
GL gl = dc.getGL();
int vSize = pathData.renderedPath.limit() * 4;
int iSize = pathData.hasExtrusionPoints
&& this.isDrawVerticals() ? pathData.tessellatedPositions.size() * 2 * 4 : 0;
if (this.isShowPositions())
iSize += pathData.tessellatedPositions.size();
if (vboIds == null)
{
vboIds = new int[numIds];
gl.glGenBuffers(vboIds.length, vboIds, 0);
dc.getGpuResourceCache().put(pathData.getVboCacheKey(), vboIds, GpuResourceCache.VBO_BUFFERS,
vSize + iSize);
}
try
{
FloatBuffer vb = pathData.renderedPath;
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboIds[0]);
gl.glBufferData(GL.GL_ARRAY_BUFFER, vb.limit() * 4, vb.rewind(), GL.GL_STATIC_DRAW);
if (pathData.hasExtrusionPoints && this.isDrawVerticals())
{
IntBuffer ib = pathData.polePositions;
gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);
gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, ib.limit() * 4, ib.rewind(), GL.GL_STATIC_DRAW);
}
if (this.isShowPositions())
{
IntBuffer ib = pathData.positionPoints;
gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, vboIds[2]);
gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, ib.limit() * 4, ib.rewind(), GL.GL_STATIC_DRAW);
}
}
finally
{
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
@Override
public List intersect(Line line, Terrain terrain) throws InterruptedException // TODO
{
return null;
}
public void move(Position delta)
{
if (delta == null)
{
String msg = Logging.getMessage("nullValue.PositionIsNull");
Logging.logger().severe(msg);
throw new IllegalArgumentException(msg);
}
Position refPos = this.getReferencePosition();
// The reference position is null if this Path has no positions. In this case moving the Path by a
// relative delta is meaningless because the Path has no geographic location. Therefore we fail softly by
// exiting and doing nothing.
if (refPos == null)
return;
this.moveTo(refPos.add(delta));
}
public void moveTo(Position position)
{
if (position == null)
{
String msg = Logging.getMessage("nullValue.PositionIsNull");
Logging.logger().severe(msg);
throw new IllegalArgumentException(msg);
}
if (this.numPositions == 0)
return;
Position oldPosition = this.getReferencePosition();
// The reference position is null if this Path has no positions. In this case moving the Path to a new
// reference position is meaningless because the Path has no geographic location. Therefore we fail softly
// by exiting and doing nothing.
if (oldPosition == null)
return;
List newPositions = Position.computeShiftedPositions(oldPosition, position, this.positions);
if (newPositions != null)
this.setPositions(newPositions);
}
protected boolean isSmall(DrawContext dc, Vec4 ptA, Vec4 ptB, int numPixels)
{
return ptA.distanceTo3(ptB) <= numPixels * dc.getView().computePixelSizeAtDistance(
dc.getView().getEyePoint().distanceTo3(ptA));
}
/** {@inheritDoc} */
protected void doExportAsKML(XMLStreamWriter xmlWriter) throws IOException, XMLStreamException
{
// Write geometry
xmlWriter.writeStartElement("LineString");
xmlWriter.writeStartElement("extrude");
xmlWriter.writeCharacters(kmlBoolean(isExtrude()));
xmlWriter.writeEndElement();
xmlWriter.writeStartElement("tessellate");
xmlWriter.writeCharacters(kmlBoolean(isFollowTerrain()));
xmlWriter.writeEndElement();
final String altitudeMode = KMLExportUtil.kmlAltitudeMode(getAltitudeMode());
xmlWriter.writeStartElement("altitudeMode");
xmlWriter.writeCharacters(altitudeMode);
xmlWriter.writeEndElement();
xmlWriter.writeStartElement("coordinates");
for (Position position : this.positions)
{
xmlWriter.writeCharacters(String.format(Locale.US, "%f,%f,%f ",
position.getLongitude().getDegrees(),
position.getLatitude().getDegrees(),
position.getElevation()));
}
xmlWriter.writeEndElement();
xmlWriter.writeEndElement(); // LineString
}
}