Пример #1
0
        /// <summary>
        /// Translates a lineair ring.
        /// </summary>
        /// <param name="scene">The scene to add primitives to.</param>
        /// <param name="projection">The projection used to convert the objects.</param>
        /// <param name="lineairRing"></param>
        private void TranslateLineairRing(Scene2D scene, IProjection projection, LineairRing lineairRing)
        {
            // build the rules.
            List <MapCSSRuleProperties> rules =
                this.BuildRules(new MapCSSObject(lineairRing));

            // validate what's there.
            if (rules.Count == 0)
            {
                return;
            }

            // get x/y.
            double[] x = null, y = null;
            if (lineairRing.Coordinates != null &&
                lineairRing.Coordinates.Count > 0)
            { // pre-calculate x/y.
                x = new double[lineairRing.Coordinates.Count];
                y = new double[lineairRing.Coordinates.Count];
                for (int idx = 0; idx < lineairRing.Coordinates.Count; idx++)
                {
                    x[idx] = projection.LongitudeToX(
                        lineairRing.Coordinates[idx].Longitude);
                    y[idx] = projection.LatitudeToY(
                        lineairRing.Coordinates[idx].Latitude);
                }

                // simplify.
                if (x.Length > 2)
                {
                    double[][] simplified = SimplifyCurve.Simplify(new double[][] { x, y }, 0.0001);
                    x = simplified[0];
                    y = simplified[1];
                }
            }
            // add the z-index.
            foreach (var rule in rules)
            {
                float minZoom = (float)projection.ToZoomFactor(rule.MinZoom);
                float maxZoom = (float)projection.ToZoomFactor(rule.MaxZoom);

                int zIndex;
                if (!rule.TryGetProperty <int>("zIndex", out zIndex))
                {
                    zIndex = 0;
                }

                // interpret the results.
                if (x != null)
                { // there is a valid interpretation of this way.
                    int color;
                    int fillColor;
                    if (rule.TryGetProperty("fillColor", out fillColor))
                    { // render as an area.
                        float fillOpacity;
                        if (rule.TryGetProperty("fillOpacity", out fillOpacity))
                        {
                            SimpleColor simpleFillColor = new SimpleColor()
                            {
                                Value = fillColor
                            };
                            fillColor = SimpleColor.FromArgb((int)(255 * fillOpacity),
                                                             simpleFillColor.R, simpleFillColor.G, simpleFillColor.B).Value;
                        }
                        scene.AddPolygon(this.CalculateSceneLayer(OffsetArea, zIndex), minZoom, maxZoom, x, y, fillColor, 1, true);
                        if (rule.TryGetProperty("color", out color))
                        {
                            scene.AddPolygon(this.CalculateSceneLayer(OffsetCasing, zIndex), minZoom, maxZoom, x, y, color, 1, false);
                        }
                    }
                }
            }
        }
Пример #2
0
        /// <summary>
        /// Translates a way.
        /// </summary>
        /// <param name="scene">The scene to add primitives to.</param>
        /// <param name="projection">The projection used to convert the objects.</param>
        /// <param name="way"></param>
        private void TranslateWay(Scene2D scene, IProjection projection, CompleteWay way)
        {
            // build the rules.
            List <MapCSSRuleProperties> rules =
                this.BuildRules(new MapCSSObject(way));

            // validate what's there.
            if (rules.Count == 0)
            {
                return;
            }

            // get x/y.
            double[] x = null, y = null;
            if (x == null)
            { // pre-calculate x/y.
                x = new double[way.Nodes.Count];
                y = new double[way.Nodes.Count];
                for (int idx = 0; idx < way.Nodes.Count; idx++)
                {
                    x[idx] = projection.LongitudeToX(
                        way.Nodes[idx].Coordinate.Longitude);
                    y[idx] = projection.LatitudeToY(
                        way.Nodes[idx].Coordinate.Latitude);
                }

                // simplify.
                if (x.Length > 2)
                {
                    double[][] simplified = SimplifyCurve.Simplify(new double[][] { x, y }, 0.0001);
                    x = simplified[0];
                    y = simplified[1];
                }
            }

            // add the z-index.
            foreach (var rule in rules)
            {
                float minZoom = (float)projection.ToZoomFactor(rule.MinZoom);
                float maxZoom = (float)projection.ToZoomFactor(rule.MaxZoom);

                int zIndex;
                if (!rule.TryGetProperty <int>("zIndex", out zIndex))
                {
                    zIndex = 0;
                }

                // interpret the results.
                if (x != null)
                { // there is a valid interpretation of this way.
                    int color;
                    if (way.IsOfType(MapCSSTypes.Area))
                    { // the way is an area. check if it can be rendered as an area.
                        int fillColor;
                        if (rule.TryGetProperty("fillColor", out fillColor))
                        { // render as an area.
                            scene.AddPolygon(this.CalculateSceneLayer(OffsetArea, zIndex), minZoom, maxZoom, x, y, fillColor, 1, true);
                            if (rule.TryGetProperty("color", out color))
                            {
                                scene.AddPolygon(this.CalculateSceneLayer(OffsetCasing, zIndex), minZoom, maxZoom, x, y, color, 1, false);
                            }
                        }
                    }

                    // the way has to rendered as a line.
                    LineJoin lineJoin;
                    if (!rule.TryGetProperty("lineJoin", out lineJoin))
                    {
                        lineJoin = LineJoin.Miter;
                    }
                    int[] dashes;
                    if (!rule.TryGetProperty("dashes", out dashes))
                    {
                        dashes = null;
                    }
                    if (rule.TryGetProperty("color", out color))
                    {
                        float casingWidth;
                        int   casingColor;
                        if (!rule.TryGetProperty("casingWidth", out casingWidth))
                        {
                            casingWidth = 0;
                        }
                        if (!rule.TryGetProperty("casingColor", out casingColor))
                        { // casing: use the casing layer.
                            casingColor = -1;
                        }
                        float width;
                        if (!rule.TryGetProperty("width", out width))
                        {
                            width = 1;
                        }
                        if (casingWidth > 0)
                        { // adds the casing
                            scene.AddLine(this.CalculateSceneLayer(OffsetCasing, zIndex),
                                          minZoom, maxZoom, x, y, casingColor, width + (casingWidth * 2), lineJoin, dashes);
                        }
                        if (dashes == null)
                        { // dashes not set, use line offset.
                            scene.AddLine(this.CalculateSceneLayer(OffsetLine, zIndex),
                                          minZoom, maxZoom, x, y, color, width, lineJoin, dashes);
                        }
                        else
                        { // dashes set, use line pattern offset.
                            scene.AddLine(this.CalculateSceneLayer(OffsetLinePattern, zIndex),
                                          minZoom, maxZoom, x, y, color, width, lineJoin, dashes);
                        }

                        int    textColor;
                        int    fontSize;
                        string nameTag;
                        if (!rule.TryGetProperty("fontSize", out fontSize))
                        {
                            fontSize = 10;
                        }
                        if (rule.TryGetProperty("text", out nameTag) &&
                            rule.TryGetProperty("textColor", out textColor))
                        {
                            int haloColor;
                            int?haloColorNullable = null;
                            if (rule.TryGetProperty("textHaloColor", out haloColor))
                            {
                                haloColorNullable = haloColor;
                            }
                            int haloRadius;
                            int?haloRadiusNullable = null;
                            if (rule.TryGetProperty("textHaloRadius", out haloRadius))
                            {
                                haloRadiusNullable = haloRadius;
                            }
                            string name;
                            if (way.Tags.TryGetValue(nameTag, out name))
                            {
                                scene.AddTextLine(this.CalculateSceneLayer(OffsetLineText, zIndex),
                                                  minZoom, maxZoom, x, y, textColor, fontSize, name, haloColorNullable, haloRadiusNullable);
                            }
                        }
                    }
                }
            }
        }