Esempio n. 1
0
        public ShapefileRenderer(
            string filename, 
            Context context, 
            Ellipsoid globeShape,
            ShapefileAppearance appearance)
        {
            Shapefile shapefile = new Shapefile(filename);

            switch (shapefile.ShapeType)
            {
                case ShapeType.Point:
                    PointShapefile pointShapefile = new PointShapefile(shapefile, context, globeShape, appearance);
                    pointShapefile.DepthWrite = false;
                    _shapefileGraphics = pointShapefile;
                    break;
                case ShapeType.Polyline:
                    PolylineShapefile polylineShapefile = new PolylineShapefile(shapefile, context, globeShape, appearance);
                    polylineShapefile.DepthWrite = false;
                    _shapefileGraphics = polylineShapefile;
                    break;
                case ShapeType.Polygon:
                    PolygonShapefile polygonShapefile = new PolygonShapefile(shapefile, context, globeShape, appearance);
                    polygonShapefile.DepthWrite = false;
                    _shapefileGraphics = polygonShapefile;
                    break;
                default:
                    throw new NotSupportedException("Rendering is not supported for " + shapefile.ShapeType.ToString() + " shapefiles.");
            }
        }
Esempio n. 2
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        public PointShapefile(
            Shapefile shapefile, 
            Context context, 
            Ellipsoid globeShape,
            ShapefileAppearance appearance)
        {
            Verify.ThrowIfNull(shapefile);
            Verify.ThrowIfNull(context);
            Verify.ThrowIfNull(globeShape);
            Verify.ThrowIfNull(appearance);

            _billboards = new BillboardCollection(context);
            _billboards.Texture = Device.CreateTexture2D(appearance.Bitmap, TextureFormat.RedGreenBlueAlpha8, false);
            
            foreach (Shape shape in shapefile)
            {
                if (shape.ShapeType != ShapeType.Point)
                {
                    throw new NotSupportedException("The type of an individual shape does not match the Shapefile type.");
                }

                Vector2D point = ((PointShape)shape).Position;
                Vector3D position = globeShape.ToVector3D(Trig.ToRadians(new Geodetic3D(point.X, point.Y)));

                Billboard billboard = new Billboard();
                billboard.Position = position;
                _billboards.Add(billboard);
            }
        }
Esempio n. 3
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 public static void ThrowIfNull(Ellipsoid globeShape)
 {
     if (globeShape == null)
     {
         throw new ArgumentNullException("globeShape");
     }
 }
        public EllipsoidSurfaceNormals()
        {
            _globeShape = new Ellipsoid(1, 1, _semiMinorAxis);

            _window = Device.CreateWindow(800, 600, "Chapter 2:  Ellipsoid Surface Normals");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _window.Keyboard.KeyDown += OnKeyDown;
            _sceneState = new SceneState();
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, _globeShape);

            _instructions = new HeadsUpDisplay();
            _instructions.Texture = Device.CreateTexture2D(
                Device.CreateBitmapFromText("Up - Increase semi-minor axis\nDown - Decrease semi-minor axis", 
                    new Font("Arial", 24)),
                TextureFormat.RedGreenBlueAlpha8, false);
            _instructions.Color = Color.Black;

            _clearState = new ClearState();

            CreateScene();
            
            ///////////////////////////////////////////////////////////////////

            _sceneState.Camera.Eye = Vector3D.UnitY;
            _sceneState.Camera.ZoomToTarget(2 * _globeShape.MaximumRadius);
        }
        public EllipsoidTangentPlane(Ellipsoid ellipsoid, IEnumerable<Vector3D> positions)
        {
            if (ellipsoid == null)
            {
                throw new ArgumentNullException("ellipsoid");
            }

            if (positions == null)
            {
                throw new ArgumentNullException("positions");
            }

            if (!CollectionAlgorithms.EnumerableCountGreaterThanOrEqual(positions, 1))
            {
                throw new ArgumentOutOfRangeException("positions", "At least one position is required.");
            }

            AxisAlignedBoundingBox box = new AxisAlignedBoundingBox(positions);

            _origin = ellipsoid.ScaleToGeodeticSurface(box.Center);
            _normal = ellipsoid.GeodeticSurfaceNormal(_origin);
            _d = -_origin.Dot(_origin);
            _yAxis = _origin.Cross(_origin.MostOrthogonalAxis).Normalize();
            _xAxis = _yAxis.Cross(_origin).Normalize();
        }
Esempio n. 6
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        /// <summary>
        /// Initializes a new instance.
        /// </summary>
        /// <param name="camera">The renderer camera that is to be manipulated by the new instance.</param>
        /// <param name="window">The window in which the scene is drawn.</param>
        /// <param name="ellipsoid">The ellipsoid defining the shape of the globe.</param>
        public CameraLookAtPoint(Camera camera, GraphicsWindow window, Ellipsoid ellipsoid)
        {
            if (camera == null)
            {
                throw new ArgumentNullException("camera");
            }
            if (window == null)
            {
                throw new ArgumentNullException("window");
            }

            _camera = camera;
            _window = window;

            _centerPoint = camera.Target;

            _zoomFactor = 5.0;
            _zoomRateRangeAdjustment = ellipsoid.MaximumRadius;
            _maximumZoomRate = Double.MaxValue;
            _minimumZoomRate = ellipsoid.MaximumRadius / 100.0;

            _rotateFactor = 1.0 / ellipsoid.MaximumRadius;
            _rotateRateRangeAdjustment = ellipsoid.MaximumRadius;
            _maximumRotateRate = 1.0;
            _minimumRotateRate = 1.0 / 5000.0;

            // TODO: Should really be:
            // _range = (camera.Eye - camera.Target).Magnitude;
            _range = ellipsoid.MaximumRadius * 2.0;

            MouseEnabled = true;
        }
Esempio n. 7
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        public void Construct()
        {
            Ellipsoid ellipsoid = new Ellipsoid(new Vector3D(1, 2, 3));
            Assert.AreEqual(1, ellipsoid.Radii.X);
            Assert.AreEqual(2, ellipsoid.Radii.Y);
            Assert.AreEqual(3, ellipsoid.Radii.Z);

            Ellipsoid ellipsoid2 = new Ellipsoid(4, 5, 6);
            Assert.AreEqual(new Vector3D(4, 5, 6), ellipsoid2.Radii);

            Ellipsoid sphere = Ellipsoid.UnitSphere;
            Assert.IsTrue(sphere.RadiiSquared.Equals((new Vector3D(1, 1, 1))));
            Assert.IsTrue(sphere.OneOverRadiiSquared.Equals((new Vector3D(1, 1, 1))));
        }
        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfSlicePartitions, int numberOfStackPartitions, GeographicGridEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfSlicePartitions < 3)
            {
                throw new ArgumentOutOfRangeException("numberOfSlicePartitions");
            }

            if (numberOfStackPartitions < 2)
            {
                throw new ArgumentOutOfRangeException("numberOfStackPartitions");
            }

            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.Position) != GeographicGridEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = NumberOfVertices(numberOfSlicePartitions, numberOfStackPartitions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * NumberOfTriangles(numberOfSlicePartitions, numberOfStackPartitions));
            mesh.Indices = indices;

            IList<Vector3H> normals = null;
            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.Normal) == GeographicGridEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                normals = normalsAttribute.Values;
            }

            IList<Vector2H> textureCoordinates = null;
            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.TextureCoordinate) == GeographicGridEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                textureCoordinates = textureCoordinateAttribute.Values;
            }

            //
            // Create lookup table
            //
            double[] cosTheta = new double[numberOfSlicePartitions];
            double[] sinTheta = new double[numberOfSlicePartitions];

            for (int j = 0; j < numberOfSlicePartitions; ++j)
            {
                double theta = Trig.TwoPi * (((double)j) / numberOfSlicePartitions);
                cosTheta[j] = Math.Cos(theta);
                sinTheta[j] = Math.Sin(theta);
            }

            //
            // Create positions
            //
            IList<Vector3D> positions = positionsAttribute.Values;
            positions.Add(new Vector3D(0, 0, ellipsoid.Radii.Z));

            for (int i = 1; i < numberOfStackPartitions; ++i)
            {
                double phi = Math.PI * (((double)i) / numberOfStackPartitions);
                double sinPhi = Math.Sin(phi);

                double xSinPhi = ellipsoid.Radii.X * sinPhi;
                double ySinPhi = ellipsoid.Radii.Y * sinPhi;
                double zCosPhi = ellipsoid.Radii.Z * Math.Cos(phi);

                for (int j = 0; j < numberOfSlicePartitions; ++j)
                {
                    positions.Add(new Vector3D(cosTheta[j] * xSinPhi, sinTheta[j] * ySinPhi, zCosPhi));
                }
            }
            positions.Add(new Vector3D(0, 0, -ellipsoid.Radii.Z));

            if ((normals != null) || (textureCoordinates != null))
            {
                for (int i = 0; i < positions.Count; ++i)
                {
                    Vector3D deticSurfaceNormal = ellipsoid.GeodeticSurfaceNormal(positions[i]);

                    if (normals != null)
                    {
                        normals.Add(deticSurfaceNormal.ToVector3H());
                    }

                    if (textureCoordinates != null)
                    {
                        textureCoordinates.Add(SubdivisionUtility.ComputeTextureCoordinate(deticSurfaceNormal));
                    }
                }
            }

            //
            // Triangle fan top row
            //
            for (int j = 1; j < numberOfSlicePartitions; ++j)
            {
                indices.AddTriangle(new TriangleIndicesUnsignedInt(0, j, j + 1));
            }
            indices.AddTriangle(new TriangleIndicesUnsignedInt(0, numberOfSlicePartitions, 1));

            //
            // Middle rows are triangle strips
            //
            for (int i = 0; i < numberOfStackPartitions - 2; ++i)
            {
                int topRowOffset = (i * numberOfSlicePartitions) + 1;
                int bottomRowOffset = ((i + 1) * numberOfSlicePartitions) + 1;

                for (int j = 0; j < numberOfSlicePartitions - 1; ++j)
                {
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + j, bottomRowOffset + j + 1, topRowOffset + j + 1));
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + j, topRowOffset + j + 1, topRowOffset + j));
                }
                indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + numberOfSlicePartitions - 1, bottomRowOffset, topRowOffset));
                indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + numberOfSlicePartitions - 1, topRowOffset, topRowOffset + numberOfSlicePartitions - 1));
            }

            //
            // Triangle fan bottom row
            //
            int lastPosition = positions.Count - 1;
            for (int j = lastPosition - 1; j > lastPosition - numberOfSlicePartitions; --j)
            {
                indices.AddTriangle(new TriangleIndicesUnsignedInt(lastPosition, j, j - 1));
            }
            indices.AddTriangle(new TriangleIndicesUnsignedInt(lastPosition, lastPosition - numberOfSlicePartitions, lastPosition - 1));

            return mesh;
        }
        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfSubdivisions, SubdivisionEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfSubdivisions < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfSubdivisions");
            }

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.Position) != SubdivisionEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = SubdivisionUtility.NumberOfVertices(numberOfSubdivisions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * SubdivisionUtility.NumberOfTriangles(numberOfSubdivisions));
            mesh.Indices = indices;

            SubdivisionMesh subdivisionMesh = new SubdivisionMesh();
            subdivisionMesh.Ellipsoid = ellipsoid;
            subdivisionMesh.Positions = positionsAttribute.Values;
            subdivisionMesh.Indices = indices;

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.Normal) == SubdivisionEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                subdivisionMesh.Normals = normalsAttribute.Values;
            }

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.TextureCoordinate) == SubdivisionEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                subdivisionMesh.TextureCoordinate = textureCoordinateAttribute.Values;
            }

            //
            // Initial tetrahedron
            //
            double negativeRootTwoOverThree = -Math.Sqrt(2.0) / 3.0;
            const double negativeOneThird = -1.0 / 3.0;
            double rootSixOverThree = Math.Sqrt(6.0) / 3.0;

            Vector3D n0 = new Vector3D(0, 0, 1);
            Vector3D n1 = new Vector3D(0, (2.0 * Math.Sqrt(2.0)) / 3.0, negativeOneThird);
            Vector3D n2 = new Vector3D(-rootSixOverThree, negativeRootTwoOverThree, negativeOneThird);
            Vector3D n3 = new Vector3D(rootSixOverThree, negativeRootTwoOverThree, negativeOneThird);

            Vector3D p0 = n0.MultiplyComponents(ellipsoid.Radii);
            Vector3D p1 = n1.MultiplyComponents(ellipsoid.Radii);
            Vector3D p2 = n2.MultiplyComponents(ellipsoid.Radii);
            Vector3D p3 = n3.MultiplyComponents(ellipsoid.Radii);
            
            subdivisionMesh.Positions.Add(p0);
            subdivisionMesh.Positions.Add(p1);
            subdivisionMesh.Positions.Add(p2);
            subdivisionMesh.Positions.Add(p3);

            if ((subdivisionMesh.Normals != null) || (subdivisionMesh.TextureCoordinate != null))
            {
                Vector3D d0 = ellipsoid.GeodeticSurfaceNormal(p0);
                Vector3D d1 = ellipsoid.GeodeticSurfaceNormal(p1);
                Vector3D d2 = ellipsoid.GeodeticSurfaceNormal(p2);
                Vector3D d3 = ellipsoid.GeodeticSurfaceNormal(p3);

                if (subdivisionMesh.Normals != null)
                {
                    subdivisionMesh.Normals.Add(d0.ToVector3H());
                    subdivisionMesh.Normals.Add(d1.ToVector3H());
                    subdivisionMesh.Normals.Add(d2.ToVector3H());
                    subdivisionMesh.Normals.Add(d3.ToVector3H());
                }

                if (subdivisionMesh.TextureCoordinate != null)
                {
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d0));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d1));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d2));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d3));
                }
            }

            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 1, 2), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 2, 3), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 3, 1), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(1, 3, 2), numberOfSubdivisions);

            return mesh;
        }
Esempio n. 10
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        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfSlicePartitions, int numberOfStackPartitions, GeographicGridEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfSlicePartitions < 3)
            {
                throw new ArgumentOutOfRangeException("numberOfSlicePartitions");
            }

            if (numberOfStackPartitions < 2)
            {
                throw new ArgumentOutOfRangeException("numberOfStackPartitions");
            }

            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.Position) != GeographicGridEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();

            mesh.PrimitiveType         = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = NumberOfVertices(numberOfSlicePartitions, numberOfStackPartitions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);

            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * NumberOfTriangles(numberOfSlicePartitions, numberOfStackPartitions));

            mesh.Indices = indices;

            IList <Vector3H> normals = null;

            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.Normal) == GeographicGridEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                normals = normalsAttribute.Values;
            }

            IList <Vector2H> textureCoordinates = null;

            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.TextureCoordinate) == GeographicGridEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                textureCoordinates = textureCoordinateAttribute.Values;
            }

            //
            // Create lookup table
            //
            double[] cosTheta = new double[numberOfSlicePartitions];
            double[] sinTheta = new double[numberOfSlicePartitions];

            for (int j = 0; j < numberOfSlicePartitions; ++j)
            {
                double theta = Trig.TwoPi * (((double)j) / numberOfSlicePartitions);
                cosTheta[j] = Math.Cos(theta);
                sinTheta[j] = Math.Sin(theta);
            }

            //
            // Create positions
            //
            IList <Vector3D> positions = positionsAttribute.Values;

            positions.Add(new Vector3D(0, 0, ellipsoid.Radii.Z));

            for (int i = 1; i < numberOfStackPartitions; ++i)
            {
                double phi    = Math.PI * (((double)i) / numberOfStackPartitions);
                double sinPhi = Math.Sin(phi);

                double xSinPhi = ellipsoid.Radii.X * sinPhi;
                double ySinPhi = ellipsoid.Radii.Y * sinPhi;
                double zCosPhi = ellipsoid.Radii.Z * Math.Cos(phi);

                for (int j = 0; j < numberOfSlicePartitions; ++j)
                {
                    positions.Add(new Vector3D(cosTheta[j] * xSinPhi, sinTheta[j] * ySinPhi, zCosPhi));
                }
            }
            positions.Add(new Vector3D(0, 0, -ellipsoid.Radii.Z));

            if ((normals != null) || (textureCoordinates != null))
            {
                for (int i = 0; i < positions.Count; ++i)
                {
                    Vector3D deticSurfaceNormal = ellipsoid.GeodeticSurfaceNormal(positions[i]);

                    if (normals != null)
                    {
                        normals.Add(deticSurfaceNormal.ToVector3H());
                    }

                    if (textureCoordinates != null)
                    {
                        textureCoordinates.Add(SubdivisionUtility.ComputeTextureCoordinate(deticSurfaceNormal));
                    }
                }
            }

            //
            // Triangle fan top row
            //
            for (int j = 1; j < numberOfSlicePartitions; ++j)
            {
                indices.AddTriangle(new TriangleIndicesUnsignedInt(0, j, j + 1));
            }
            indices.AddTriangle(new TriangleIndicesUnsignedInt(0, numberOfSlicePartitions, 1));

            //
            // Middle rows are triangle strips
            //
            for (int i = 0; i < numberOfStackPartitions - 2; ++i)
            {
                int topRowOffset    = (i * numberOfSlicePartitions) + 1;
                int bottomRowOffset = ((i + 1) * numberOfSlicePartitions) + 1;

                for (int j = 0; j < numberOfSlicePartitions - 1; ++j)
                {
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + j, bottomRowOffset + j + 1, topRowOffset + j + 1));
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + j, topRowOffset + j + 1, topRowOffset + j));
                }
                indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + numberOfSlicePartitions - 1, bottomRowOffset, topRowOffset));
                indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + numberOfSlicePartitions - 1, topRowOffset, topRowOffset + numberOfSlicePartitions - 1));
            }

            //
            // Triangle fan bottom row
            //
            int lastPosition = positions.Count - 1;

            for (int j = lastPosition - 1; j > lastPosition - numberOfSlicePartitions; --j)
            {
                indices.AddTriangle(new TriangleIndicesUnsignedInt(lastPosition, j, j - 1));
            }
            indices.AddTriangle(new TriangleIndicesUnsignedInt(lastPosition, lastPosition - numberOfSlicePartitions, lastPosition - 1));

            return(mesh);
        }
Esempio n. 11
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 private void SetShape()
 {
     _globeShape = new Ellipsoid(
         Ellipsoid.ScaledWgs84.Radii.X,
         Ellipsoid.ScaledWgs84.Radii.Y,
         _semiMinorAxis);
     _p = _globeShape.ToVector3D(new Geodetic2D(Trig.ToRadians(40), Trig.ToRadians(40)));
     _q = _globeShape.ToVector3D(new Geodetic2D(Trig.ToRadians(120), Trig.ToRadians(-30)));
 }
Esempio n. 12
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        public PolygonShapefile(
            Shapefile shapefile, 
            Context context, 
            Ellipsoid globeShape,
            ShapefileAppearance appearance)
        {
            Verify.ThrowIfNull(shapefile);
            Verify.ThrowIfNull(context);
            Verify.ThrowIfNull(globeShape);

            _polyline = new OutlinedPolylineTexture();
            _polygons = new List<Polygon>();

            VertexAttributeDoubleVector3 positionAttribute = new VertexAttributeDoubleVector3("position");
            VertexAttributeRGBA colorAttribute = new VertexAttributeRGBA("color");
            VertexAttributeRGBA outlineColorAttribute = new VertexAttributeRGBA("outlineColor");
            IndicesUnsignedInt indices = new IndicesUnsignedInt();

            Random r = new Random(3);
            IList<Vector3D> positions = new List<Vector3D>();

            foreach (Shape shape in shapefile)
            {
                if (shape.ShapeType != ShapeType.Polygon)
                {
                    throw new NotSupportedException("The type of an individual shape does not match the Shapefile type.");
                }

                PolygonShape polygonShape = (PolygonShape)shape;

                for (int j = 0; j < polygonShape.Count; ++j)
                {
                    Color color = Color.FromArgb(127, r.Next(256), r.Next(256), r.Next(256));

                    positions.Clear();

                    ShapePart part = polygonShape[j];

                    for (int i = 0; i < part.Count; ++i)
                    {
                        Vector2D point = part[i];

                        positions.Add(globeShape.ToVector3D(Trig.ToRadians(new Geodetic3D(point.X, point.Y))));

                        //
                        // For polyline
                        //
                        positionAttribute.Values.Add(globeShape.ToVector3D(Trig.ToRadians(new Geodetic3D(point.X, point.Y))));
                        colorAttribute.AddColor(color);
                        outlineColorAttribute.AddColor(Color.Black);

                        if (i != 0)
                        {
                            indices.Values.Add((uint)positionAttribute.Values.Count - 2);
                            indices.Values.Add((uint)positionAttribute.Values.Count - 1);
                        }
                    }

                    try
                    {
                        Polygon p = new Polygon(context, globeShape, positions);
                        p.Color = color;
                        _polygons.Add(p);
                    }
                    catch (ArgumentOutOfRangeException) // Not enough positions after cleaning
                    {
                    }
                }
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Lines;
            mesh.Attributes.Add(positionAttribute);
            mesh.Attributes.Add(colorAttribute);
            mesh.Attributes.Add(outlineColorAttribute);
            mesh.Indices = indices;
            _polyline.Set(context, mesh);
        }
Esempio n. 13
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        public Polygon(Context context, Ellipsoid globeShape, IEnumerable<Vector3D> positions)
        {
            Verify.ThrowIfNull(context);
            Verify.ThrowIfNull(globeShape);

            //
            // Pipeline Stage 1a:  Clean up - Remove duplicate positions
            //
            List<Vector3D> cleanPositions = (List<Vector3D>)SimplePolygonAlgorithms.Cleanup(positions);

            //
            // Pipeline Stage 1b:  Clean up - Swap winding order
            //
            EllipsoidTangentPlane plane = new EllipsoidTangentPlane(globeShape, cleanPositions);
            ICollection<Vector2D> positionsOnPlane = plane.ComputePositionsOnPlane(cleanPositions);
            if (SimplePolygonAlgorithms.ComputeWindingOrder(positionsOnPlane) == PolygonWindingOrder.Clockwise)
            {
                cleanPositions.Reverse();
                //((List<Vector2D>)positionsOnPlane).Reverse();
            }
            
            //
            // Pipeline Stage 2:  Triangulate
            //
            IndicesUnsignedInt indices = EarClippingOnEllipsoid.Triangulate(cleanPositions);
            //IndicesInt32 indices = EarClipping.Triangulate(positionsOnPlane);

            //
            // Pipeline Stage 3:  Subdivide
            //
            TriangleMeshSubdivisionResult result = TriangleMeshSubdivision.Compute(cleanPositions, indices, Trig.ToRadians(1));
            
            //
            // Pipeline Stage 4:  Set height
            //
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3(
                "position", (result.Indices.Values.Count / 3) + 2);
            foreach (Vector3D position in result.Positions)
            {
                positionsAttribute.Values.Add(globeShape.ScaleToGeocentricSurface(position));
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;
            mesh.Attributes.Add(positionsAttribute);
            mesh.Indices = result.Indices;

            ShaderProgram sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.Polygon.Shaders.PolygonVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.Polygon.Shaders.PolygonFS.glsl"));
            ((Uniform<Vector3F>)sp.Uniforms["u_globeOneOverRadiiSquared"]).Value = globeShape.OneOverRadiiSquared.ToVector3F();
            _colorUniform = (Uniform<Vector4F>)sp.Uniforms["u_color"];

            _drawState = new DrawState();
            _drawState.RenderState.Blending.Enabled = true;
            _drawState.RenderState.Blending.SourceRGBFactor = SourceBlendingFactor.SourceAlpha;
            _drawState.RenderState.Blending.SourceAlphaFactor = SourceBlendingFactor.SourceAlpha;
            _drawState.RenderState.Blending.DestinationRGBFactor = DestinationBlendingFactor.OneMinusSourceAlpha;
            _drawState.RenderState.Blending.DestinationAlphaFactor = DestinationBlendingFactor.OneMinusSourceAlpha;
            _drawState.ShaderProgram = sp;
            _meshBuffers = Device.CreateMeshBuffers(mesh, _drawState.ShaderProgram.VertexAttributes, BufferHint.StaticDraw);

            _primitiveType = mesh.PrimitiveType;

            Color = Color.White;
        }
Esempio n. 14
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        public void CentricSurfaceNormal()
        {
            Vector3D v = new Vector3D(1, 2, 3);

            Assert.AreEqual(v.Normalize(), Ellipsoid.CentricSurfaceNormal(v));
        }
Esempio n. 15
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        public void ToVector3D()
        {
            Ellipsoid ellipsoid = new Ellipsoid(1, 1, 0.7);

            Assert.IsTrue(Vector3D.UnitX.EqualsEpsilon(ellipsoid.ToVector3D(new Geodetic3D(0, 0, 0)), 1e-10));
            Assert.IsTrue(Vector3D.UnitY.EqualsEpsilon(ellipsoid.ToVector3D(new Geodetic3D(Trig.ToRadians(90), 0, 0)), 1e-10));
            Assert.IsTrue(new Vector3D(0, 0, 0.7).EqualsEpsilon(ellipsoid.ToVector3D(new Geodetic3D(0, Trig.ToRadians(90), 0)), 1e-10));
        }
        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfPartitions, CubeMapEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfPartitions < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfPartitions");
            }

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.Position) != CubeMapEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();

            mesh.PrimitiveType         = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = NumberOfVertices(numberOfPartitions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);

            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * NumberOfTriangles(numberOfPartitions));

            mesh.Indices = indices;

            CubeMapMesh CubeMapMesh = new CubeMapMesh();

            CubeMapMesh.Ellipsoid          = ellipsoid;
            CubeMapMesh.NumberOfPartitions = numberOfPartitions;
            CubeMapMesh.Positions          = positionsAttribute.Values;
            CubeMapMesh.Indices            = indices;

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.Normal) == CubeMapEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                CubeMapMesh.Normals = normalsAttribute.Values;
            }

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.TextureCoordinate) == CubeMapEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                CubeMapMesh.TextureCoordinate = textureCoordinateAttribute.Values;
            }

            //
            // Initial cube.  In the plane, z = -1:
            //
            //                   +y
            //                    |
            //             Q2     * p3     Q1
            //                  / | \
            //              p0 *--+--* p2   +x
            //                  \ | /
            //             Q3     * p1     Q4
            //                    |
            //
            // Similarly, p4 to p7 are in the plane z = 1.
            //
            CubeMapMesh.Positions.Add(new Vector3D(-1, 0, -1));
            CubeMapMesh.Positions.Add(new Vector3D(0, -1, -1));
            CubeMapMesh.Positions.Add(new Vector3D(1, 0, -1));
            CubeMapMesh.Positions.Add(new Vector3D(0, 1, -1));
            CubeMapMesh.Positions.Add(new Vector3D(-1, 0, 1));
            CubeMapMesh.Positions.Add(new Vector3D(0, -1, 1));
            CubeMapMesh.Positions.Add(new Vector3D(1, 0, 1));
            CubeMapMesh.Positions.Add(new Vector3D(0, 1, 1));

            //
            // Edges
            //
            // 0 -> 1, 1 -> 2, 2 -> 3, 3 -> 0.  Plane z = -1
            // 4 -> 5, 5 -> 6, 6 -> 7, 7 -> 4.  Plane z = 1
            // 0 -> 4, 1 -> 5, 2 -> 6, 3 -> 7.  From plane z = -1 to plane z - 1
            //
            int[] edge0to1 = AddEdgePositions(0, 1, CubeMapMesh);
            int[] edge1to2 = AddEdgePositions(1, 2, CubeMapMesh);
            int[] edge2to3 = AddEdgePositions(2, 3, CubeMapMesh);
            int[] edge3to0 = AddEdgePositions(3, 0, CubeMapMesh);

            int[] edge4to5 = AddEdgePositions(4, 5, CubeMapMesh);
            int[] edge5to6 = AddEdgePositions(5, 6, CubeMapMesh);
            int[] edge6to7 = AddEdgePositions(6, 7, CubeMapMesh);
            int[] edge7to4 = AddEdgePositions(7, 4, CubeMapMesh);

            int[] edge0to4 = AddEdgePositions(0, 4, CubeMapMesh);
            int[] edge1to5 = AddEdgePositions(1, 5, CubeMapMesh);
            int[] edge2to6 = AddEdgePositions(2, 6, CubeMapMesh);
            int[] edge3to7 = AddEdgePositions(3, 7, CubeMapMesh);

            AddFaceTriangles(edge0to4, edge0to1, edge1to5, edge4to5, CubeMapMesh);                               // Q3 Face
            AddFaceTriangles(edge1to5, edge1to2, edge2to6, edge5to6, CubeMapMesh);                               // Q4 Face
            AddFaceTriangles(edge2to6, edge2to3, edge3to7, edge6to7, CubeMapMesh);                               // Q1 Face
            AddFaceTriangles(edge3to7, edge3to0, edge0to4, edge7to4, CubeMapMesh);                               // Q2 Face
            AddFaceTriangles(ReversedArray(edge7to4), edge4to5, edge5to6, ReversedArray(edge6to7), CubeMapMesh); // Plane z = 1
            AddFaceTriangles(edge1to2, ReversedArray(edge0to1), ReversedArray(edge3to0), edge2to3, CubeMapMesh); // Plane z = -1

            CubeToEllipsoid(CubeMapMesh);
            return(mesh);
        }
Esempio n. 17
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        public GlobeClipmapTerrain(Context context, RasterSource terrainSource, EsriRestImagery imagery, Ellipsoid ellipsoid, int clipmapPosts)
        {
            _terrainSource = terrainSource;
            _ellipsoid = ellipsoid;

            _clipmapPosts = clipmapPosts;
            _clipmapSegments = _clipmapPosts - 1;

            int clipmapLevels = _terrainSource.Levels.Count;
            _clipmapLevels = new ClipmapLevel[clipmapLevels];

            for (int i = 0; i < _clipmapLevels.Length; ++i)
            {
                _clipmapLevels[i] = new ClipmapLevel();
            }

            for (int i = 0; i < _clipmapLevels.Length; ++i)
            {
                RasterLevel terrainLevel = _terrainSource.Levels[i];
                _clipmapLevels[i].Terrain = terrainLevel;
                _clipmapLevels[i].HeightTexture = Device.CreateTexture2D(new Texture2DDescription(_clipmapPosts, _clipmapPosts, TextureFormat.Red32f));
                _clipmapLevels[i].NormalTexture = Device.CreateTexture2D(new Texture2DDescription(_clipmapPosts, _clipmapPosts, TextureFormat.RedGreenBlue32f));
                _clipmapLevels[i].CoarserLevel = i == 0 ? null : _clipmapLevels[i - 1];
                _clipmapLevels[i].FinerLevel = i == _clipmapLevels.Length - 1 ? null : _clipmapLevels[i + 1];

                // Aim for roughly one imagery texel per geometry texel.
                // Find the first imagery level that meets our resolution needs.
                double longitudeResRequired = terrainLevel.PostDeltaLongitude;
                double latitudeResRequired = terrainLevel.PostDeltaLatitude;
                RasterLevel imageryLevel = null;
                for (int j = 0; j < imagery.Levels.Count; ++j)
                {
                    imageryLevel = imagery.Levels[j];
                    if (imageryLevel.PostDeltaLongitude <= longitudeResRequired &&
                        imageryLevel.PostDeltaLatitude <= latitudeResRequired)
                    {
                        break;
                    }
                }

                _clipmapLevels[i].Imagery = imageryLevel;
                _clipmapLevels[i].ImageryWidth = (int)Math.Ceiling(_clipmapPosts * terrainLevel.PostDeltaLongitude / imageryLevel.PostDeltaLongitude);
                _clipmapLevels[i].ImageryHeight = (int)Math.Ceiling(_clipmapPosts * terrainLevel.PostDeltaLatitude / imageryLevel.PostDeltaLatitude);
                _clipmapLevels[i].ImageryTexture = Device.CreateTexture2D(new Texture2DDescription(_clipmapLevels[i].ImageryWidth, _clipmapLevels[i].ImageryHeight, TextureFormat.RedGreenBlue8, false));
            }

            _shaderProgram = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.GlobeClipmapVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.GlobeClipmapFS.glsl"));

            _fillPatchPosts = (clipmapPosts + 1) / 4; // M
            _fillPatchSegments = _fillPatchPosts - 1;

            // Create the MxM block used to fill the ring and the field.
            Mesh fieldBlockMesh = RectangleTessellator.Compute(
                new RectangleD(new Vector2D(0.0, 0.0), new Vector2D(_fillPatchSegments, _fillPatchSegments)),
                _fillPatchSegments, _fillPatchSegments);
            _fillPatch = context.CreateVertexArray(fieldBlockMesh, _shaderProgram.VertexAttributes, BufferHint.StaticDraw);

            // Create the Mx3 block used to fill the space between the MxM blocks in the ring
            Mesh ringFixupHorizontalMesh = RectangleTessellator.Compute(
                new RectangleD(new Vector2D(0.0, 0.0), new Vector2D(_fillPatchSegments, 2.0)),
                _fillPatchSegments, 2);
            _horizontalFixupPatch = context.CreateVertexArray(ringFixupHorizontalMesh, _shaderProgram.VertexAttributes, BufferHint.StaticDraw);

            // Create the 3xM block used to fill the space between the MxM blocks in the ring
            Mesh ringFixupVerticalMesh = RectangleTessellator.Compute(
                new RectangleD(new Vector2D(0.0, 0.0), new Vector2D(2.0, _fillPatchSegments)),
                2, _fillPatchSegments);
            _verticalFixupPatch = context.CreateVertexArray(ringFixupVerticalMesh, _shaderProgram.VertexAttributes, BufferHint.StaticDraw);

            Mesh offsetStripHorizontalMesh = RectangleTessellator.Compute(
                new RectangleD(new Vector2D(0.0, 0.0), new Vector2D(2 * _fillPatchPosts, 1.0)),
                2 * _fillPatchPosts, 1);
            _horizontalOffsetPatch = context.CreateVertexArray(offsetStripHorizontalMesh, _shaderProgram.VertexAttributes, BufferHint.StaticDraw);

            Mesh offsetStripVerticalMesh = RectangleTessellator.Compute(
                new RectangleD(new Vector2D(0.0, 0.0), new Vector2D(1.0, 2 * _fillPatchPosts - 1)),
                1, 2 * _fillPatchPosts - 1);
            _verticalOffsetPatch = context.CreateVertexArray(offsetStripVerticalMesh, _shaderProgram.VertexAttributes, BufferHint.StaticDraw);

            Mesh centerMesh = RectangleTessellator.Compute(new RectangleD(new Vector2D(0.0, 0.0), new Vector2D(2.0, 2.0)), 2, 2);
            _centerPatch = context.CreateVertexArray(centerMesh, _shaderProgram.VertexAttributes, BufferHint.StaticDraw);

            Mesh degenerateTriangleMesh = CreateDegenerateTriangleMesh();
            _degenerateTrianglePatch = context.CreateVertexArray(degenerateTriangleMesh, _shaderProgram.VertexAttributes, BufferHint.StaticDraw);

            _patchOriginInClippedLevel = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_patchOriginInClippedLevel"];
            _levelScaleFactor = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_levelScaleFactor"];
            _levelZeroWorldScaleFactor = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_levelZeroWorldScaleFactor"];
            _levelOffsetFromWorldOrigin = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_levelOffsetFromWorldOrigin"];
            _heightExaggeration = (Uniform<float>)_shaderProgram.Uniforms["u_heightExaggeration"];
            _viewPosInClippedLevel = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_viewPosInClippedLevel"];
            _fineLevelOriginInCoarse = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_fineLevelOriginInCoarse"];
            _unblendedRegionSize = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_unblendedRegionSize"];
            _oneOverBlendedRegionSize = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_oneOverBlendedRegionSize"];
            _fineTextureOrigin = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_fineTextureOrigin"];
            _showBlendRegions = (Uniform<bool>)_shaderProgram.Uniforms["u_showBlendRegions"];
            _useBlendRegions = (Uniform<bool>)_shaderProgram.Uniforms["u_useBlendRegions"];
            _oneOverClipmapSize = (Uniform<float>)_shaderProgram.Uniforms["u_oneOverClipmapSize"];
            _color = (Uniform<Vector3F>)_shaderProgram.Uniforms["u_color"];
            _blendRegionColor = (Uniform<Vector3F>)_shaderProgram.Uniforms["u_blendRegionColor"];
            _terrainToImageryResolutionRatio = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_terrainToImageryResolutionRatio"];
            _terrainOffsetInImagery = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_terrainOffsetInImagery"];
            _oneOverImagerySize = (Uniform<Vector2F>)_shaderProgram.Uniforms["u_oneOverImagerySize"];
            _showImagery = (Uniform<bool>)_shaderProgram.Uniforms["u_showImagery"];
            _lighting = (Uniform<bool>)_shaderProgram.Uniforms["u_shade"];

            ((Uniform<Vector3F>)_shaderProgram.Uniforms["u_globeRadiiSquared"]).Value =
                ellipsoid.RadiiSquared.ToVector3F();
            
            _renderState = new RenderState();
            _renderState.FacetCulling.FrontFaceWindingOrder = fieldBlockMesh.FrontFaceWindingOrder;
            _primitiveType = fieldBlockMesh.PrimitiveType;

            float oneOverBlendedRegionSize = (float)(10.0 / _clipmapPosts);
            _oneOverBlendedRegionSize.Value = new Vector2F(oneOverBlendedRegionSize, oneOverBlendedRegionSize);

            float unblendedRegionSize = (float)(_clipmapSegments / 2 - _clipmapPosts / 10.0 - 1);
            _unblendedRegionSize.Value = new Vector2F(unblendedRegionSize, unblendedRegionSize);

            _useBlendRegions.Value = true;
            _showImagery.Value = true;

            _oneOverClipmapSize.Value = 1.0f / clipmapPosts;

            _updater = new ClipmapUpdater(context, _clipmapLevels);

            HeightExaggeration = 0.00001f;
        }
        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfPartitions, CubeMapEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfPartitions < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfPartitions");
            }

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.Position) != CubeMapEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = NumberOfVertices(numberOfPartitions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * NumberOfTriangles(numberOfPartitions));
            mesh.Indices = indices;

            CubeMapMesh CubeMapMesh = new CubeMapMesh();
            CubeMapMesh.Ellipsoid = ellipsoid;
            CubeMapMesh.NumberOfPartitions = numberOfPartitions;
            CubeMapMesh.Positions = positionsAttribute.Values;
            CubeMapMesh.Indices = indices;

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.Normal) == CubeMapEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                CubeMapMesh.Normals = normalsAttribute.Values;
            }

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.TextureCoordinate) == CubeMapEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                CubeMapMesh.TextureCoordinate = textureCoordinateAttribute.Values;
            }

            //
            // Initial cube.  In the plane, z = -1:
            //
            //                   +y
            //                    |
            //             Q2     * p3     Q1
            //                  / | \
            //              p0 *--+--* p2   +x
            //                  \ | /
            //             Q3     * p1     Q4
            //                    |
            //
            // Similarly, p4 to p7 are in the plane z = 1.
            //
            CubeMapMesh.Positions.Add(new Vector3D(-1, 0, -1));
            CubeMapMesh.Positions.Add(new Vector3D(0, -1, -1));
            CubeMapMesh.Positions.Add(new Vector3D(1, 0, -1));
            CubeMapMesh.Positions.Add(new Vector3D(0, 1, -1));
            CubeMapMesh.Positions.Add(new Vector3D(-1, 0, 1));
            CubeMapMesh.Positions.Add(new Vector3D(0, -1, 1));
            CubeMapMesh.Positions.Add(new Vector3D(1, 0, 1));
            CubeMapMesh.Positions.Add(new Vector3D(0, 1, 1));

            //
            // Edges
            //
            // 0 -> 1, 1 -> 2, 2 -> 3, 3 -> 0.  Plane z = -1
            // 4 -> 5, 5 -> 6, 6 -> 7, 7 -> 4.  Plane z = 1
            // 0 -> 4, 1 -> 5, 2 -> 6, 3 -> 7.  From plane z = -1 to plane z - 1
            //
            int[] edge0to1 = AddEdgePositions(0, 1, CubeMapMesh);
            int[] edge1to2 = AddEdgePositions(1, 2, CubeMapMesh);
            int[] edge2to3 = AddEdgePositions(2, 3, CubeMapMesh);
            int[] edge3to0 = AddEdgePositions(3, 0, CubeMapMesh);

            int[] edge4to5 = AddEdgePositions(4, 5, CubeMapMesh);
            int[] edge5to6 = AddEdgePositions(5, 6, CubeMapMesh);
            int[] edge6to7 = AddEdgePositions(6, 7, CubeMapMesh);
            int[] edge7to4 = AddEdgePositions(7, 4, CubeMapMesh);

            int[] edge0to4 = AddEdgePositions(0, 4, CubeMapMesh);
            int[] edge1to5 = AddEdgePositions(1, 5, CubeMapMesh);
            int[] edge2to6 = AddEdgePositions(2, 6, CubeMapMesh);
            int[] edge3to7 = AddEdgePositions(3, 7, CubeMapMesh);

            AddFaceTriangles(edge0to4, edge0to1, edge1to5, edge4to5, CubeMapMesh); // Q3 Face
            AddFaceTriangles(edge1to5, edge1to2, edge2to6, edge5to6, CubeMapMesh); // Q4 Face
            AddFaceTriangles(edge2to6, edge2to3, edge3to7, edge6to7, CubeMapMesh); // Q1 Face
            AddFaceTriangles(edge3to7, edge3to0, edge0to4, edge7to4, CubeMapMesh); // Q2 Face
            AddFaceTriangles(ReversedArray(edge7to4), edge4to5, edge5to6, ReversedArray(edge6to7), CubeMapMesh); // Plane z = 1
            AddFaceTriangles(edge1to2, ReversedArray(edge0to1), ReversedArray(edge3to0), edge2to3, CubeMapMesh); // Plane z = -1

            CubeToEllipsoid(CubeMapMesh);
            return mesh;
        }
Esempio n. 19
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        private void myButton1_Click(object sender, EventArgs e)
        {
            _window = Device.CreateWindow(800, 600, "Chapter 13:  Clipmap Terrain on a Globe");

            _ellipsoid = Ellipsoid.Wgs84;

            WorldWindTerrainSource terrainSource = new WorldWindTerrainSource();
            GMapRestImagery imagery = new GMapRestImagery();
            _clipmap = new GlobeClipmapTerrain(_window.Context, terrainSource, imagery, _ellipsoid, 511);
            _clipmap.HeightExaggeration = 1.0f;

            IList<GridResolution> gridResolutions = new List<GridResolution>();
            gridResolutions.Add(new GridResolution(
                new Interval(0, 1000000, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.005, 0.005)));
            gridResolutions.Add(new GridResolution(
                new Interval(1000000, 2000000, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.01, 0.01)));
            gridResolutions.Add(new GridResolution(
                new Interval(2000000, 20000000, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.05, 0.05)));
            gridResolutions.Add(new GridResolution(
                new Interval(20000000, double.MaxValue, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.1, 0.1)));

            _sceneState = new SceneState();
            _sceneState.DiffuseIntensity = 0.90f;
            _sceneState.SpecularIntensity = 0.05f;
            _sceneState.AmbientIntensity = 0.05f;
            _sceneState.Camera.FieldOfViewY = Math.PI / 3.0;

            _clearState = new ClearState();
            _clearState.Color = Color.White;

            _sceneState.Camera.PerspectiveNearPlaneDistance = 0.000001 * _ellipsoid.MaximumRadius;
            _sceneState.Camera.PerspectiveFarPlaneDistance = 10.0 * _ellipsoid.MaximumRadius;
            _sceneState.SunPosition = new Vector3D(200000, 300000, 200000) * _ellipsoid.MaximumRadius;

            _lookCamera = new CameraLookAtPoint(_sceneState.Camera, _window, _ellipsoid);
            _lookCamera.Range = 1.5 * _ellipsoid.MaximumRadius;

            _globe = new RayCastedGlobe(_window.Context);
            _globe.Shape = _ellipsoid;
            Bitmap bitmap = new Bitmap("NE2_50M_SR_W_4096.jpg");
            _globe.Texture = Device.CreateTexture2D(bitmap, TextureFormat.RedGreenBlue8, false);
            //_globe.GridResolutions = new GridResolutionCollection(gridResolutions);

            _clearDepth = new ClearState();
            _clearDepth.Buffers = ClearBuffers.DepthBuffer | ClearBuffers.StencilBuffer;

            //_window.Keyboard.KeyDown += OnKeyDown;

            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _window.PreRenderFrame += OnPreRenderFrame;

            _hudFont = new Font("Arial", 16);
            _hud = new HeadsUpDisplay();
            _hud.Color = Color.Blue;

            //_flyCamera = new CameraFly(_sceneState.Camera, _window);
            //_flyCamera.MovementRate = 1200.0;
            //_flyCamera.InputEnabled = true;

            _sceneState.Camera.Target = new Vector3D(115, -35, 100.0);

            _window.Run(30);
        }
Esempio n. 20
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        /// <summary>
        /// Sets the <see cref="CenterPoint"/> and <see cref="FixedToLocalRotation"/> properties so that the
        /// camera is looking at a given longitude, latitude, and height and is oriented in that point's local
        /// East-North-Up frame.  This method does not change the <see cref="Azimuth"/>, <see cref="Elevation"/>,
        /// or <see cref="Range"/> properties, but the existing values of those properties are interpreted in the
        /// new reference frame.
        /// </summary>
        /// <param name="longitude">The longitude of the point to look at, in radians.</param>
        /// <param name="latitude">The latitude of the point to look at, in radians.</param>
        /// <param name="height">The height of the point to look at, in meters above the <see cref="Ellipsoid"/> surface.</param>
        public void ViewPoint(Ellipsoid ellipsoid, Geodetic3D geographic)
        {
            _centerPoint = ellipsoid.ToVector3D(geographic);
            
            // Fixed to East-North-Up rotation, from Wikipedia's "Geodetic System" topic.
            double cosLon = Math.Cos(geographic.Longitude);
            double cosLat = Math.Cos(geographic.Latitude);
            double sinLon = Math.Sin(geographic.Longitude);
            double sinLat = Math.Sin(geographic.Latitude);
            _fixedToLocalRotation =
                new Matrix3D(-sinLon,            cosLon,             0.0,
                             -sinLat * cosLon,   -sinLat * sinLon,   cosLat,
                             cosLat * cosLon,    cosLat * sinLon,    sinLat);

            UpdateCameraFromParameters();
        }
Esempio n. 21
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 public ShapefileWorker(Context context, Ellipsoid globeShape, MessageQueue doneQueue)
 {
     _context = context;
     _globeShape = globeShape;
     _doneQueue = doneQueue;
 }
Esempio n. 22
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        public PolylineShapefile(
            Shapefile shapefile, 
            Context context, 
            Ellipsoid globeShape, 
            ShapefileAppearance appearance)
        {
            Verify.ThrowIfNull(shapefile);
            Verify.ThrowIfNull(context);
            Verify.ThrowIfNull(globeShape);
            Verify.ThrowIfNull(appearance);
            
            _polyline = new OutlinedPolylineTexture();

            int positionsCount = 0;
            int indicesCount = 0;
            PolylineCapacities(shapefile, out positionsCount, out indicesCount);

            VertexAttributeDoubleVector3 positionAttribute = new VertexAttributeDoubleVector3("position", positionsCount);
            VertexAttributeRGBA colorAttribute = new VertexAttributeRGBA("color", positionsCount);
            VertexAttributeRGBA outlineColorAttribute = new VertexAttributeRGBA("outlineColor", positionsCount);
            IndicesUnsignedInt indices = new IndicesUnsignedInt(indicesCount);

            foreach (Shape shape in shapefile)
            {
                if (shape.ShapeType != ShapeType.Polyline)
                {
                    throw new NotSupportedException("The type of an individual shape does not match the Shapefile type.");
                }

                PolylineShape polylineShape = (PolylineShape)shape;

                for (int j = 0; j < polylineShape.Count; ++j)
                {
                    ShapePart part = polylineShape[j];

                    for (int i = 0; i < part.Count; ++i)
                    {
                        Vector2D point = part[i];

                        positionAttribute.Values.Add(globeShape.ToVector3D(Trig.ToRadians(new Geodetic3D(point.X, point.Y))));
                        colorAttribute.AddColor(appearance.PolylineColor);
                        outlineColorAttribute.AddColor(appearance.PolylineOutlineColor);

                        if (i != 0)
                        {
                            indices.Values.Add((uint)positionAttribute.Values.Count - 2);
                            indices.Values.Add((uint)positionAttribute.Values.Count - 1);
                        }
                    }
                }
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Lines;
            mesh.Attributes.Add(positionAttribute);
            mesh.Attributes.Add(colorAttribute);
            mesh.Attributes.Add(outlineColorAttribute);
            mesh.Indices = indices;
            _polyline.Set(context, mesh);
            _polyline.Width = appearance.PolylineWidth;
            _polyline.OutlineWidth = appearance.PolylineOutlineWidth;
        }
Esempio n. 23
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 public double Height(Ellipsoid shape)
 {
     return shape.ToGeodetic3D(Eye).Height;
 }
Esempio n. 24
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        public void ToGeodetic3D()
        {
            Ellipsoid ellipsoid = new Ellipsoid(6378137.0, 6378137.0, 6356752.314245);

            Vector3D v = ellipsoid.ToVector3D(new Geodetic3D(0, 0, 0));
            Geodetic3D g = ellipsoid.ToGeodetic3D(v);
            Assert.AreEqual(0.0, g.Longitude, 1e-10);
            Assert.AreEqual(0.0, g.Latitude, 1e-8);
            Assert.AreEqual(0.0, g.Height, 1e-10);

            v = ellipsoid.ToVector3D(new Geodetic3D(Trig.ToRadians(45.0), Trig.ToRadians(-60.0), -123.4));
            g = ellipsoid.ToGeodetic3D(v);
            Assert.AreEqual(Trig.ToRadians(45.0), g.Longitude, 1e-10);
            Assert.AreEqual(Trig.ToRadians(-60.0), g.Latitude, 1e-3);
            Assert.AreEqual(-123.4, g.Height, 1e-3);

            v = ellipsoid.ToVector3D(new Geodetic3D(Trig.ToRadians(-97.3), Trig.ToRadians(71.2), 1188.7));
            g = ellipsoid.ToGeodetic3D(v);
            Assert.AreEqual(Trig.ToRadians(-97.3), g.Longitude, 1e-10);
            Assert.AreEqual(Trig.ToRadians(71.2), g.Latitude, 1e-3);
            Assert.AreEqual(1188.7, g.Height, 1e-3);
        }
        private void OnKeyDown(object sender, KeyboardKeyEventArgs e)
        {
            if ((e.Key == KeyboardKey.Up) || (e.Key == KeyboardKey.Down))
            {
                if (e.Key == KeyboardKey.Up)
                {
                    _semiMinorAxis = Math.Min(_semiMinorAxis + _semiMinorAxisDelta, 1.0);
                }
                else
                {
                    _semiMinorAxis = Math.Max(_semiMinorAxis - _semiMinorAxisDelta, 0.1);
                }
                _globeShape = new Ellipsoid(1, 1, _semiMinorAxis);

                CreateScene();
            }
        }