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  我在写自己的WorldWind插件时,遇到很大挫折,上周六本来想写个简单的画线的插件,费了九牛二虎之力终于画出了,如何以动画效果画出线的问题没解决。Direct3D中画线本来是个简单的事,画到球面上也不难,但是实践告诉我:我前期学习WW,又犯了眼高手低的毛病!改动人家写好的插件代码容易,但要把插件的整个流程都自己写,就没想象的简单啦,写代码不严谨的小问题就不说了,我周六画线的主要问题是Direct3D编程都浮在表面,连PrimitiveType中各类型的基元数和顶点的关系没搞清楚。(如想了解请参看:http://www.cnblogs.com/wuhenke/archive/2009/12/27/1633411.html红色部分)

  自己在画线上体验,让我决定先学习Measure插件。另外,我一直想做个类似VE插件,支持加载ArcGIS切图方式的影像,自己想了很久,有几个主要困惑没解决:投影方式不同如何处理、只要部分影像(如何计算行列数)、切图的中心问题(VE影像是全球的,切图中心经纬度为(0°,0°))等等。所以,前段WW实践,让我很受打击,博客就没心情更新啦!虽然理论和实践还有很大的距离,但是总结还是很重要的!

  上面都是题外话了,开始说说Measure插件吧!总体感觉Measure插件很强大,如果能搞清楚,在球面上画点、线、面都不是难事啦。(前提:要有点DirectX编程基础)

  MeasureTool.cs中有两个大类:MeasureTool(插件类)和MeasureToolLayer(渲染对象类)。MeasureToolLayer类中又包含五个内部类:MeasureLine、MeasureMultiLine 、MeasurePropertiesDialog、 MeasureState 、SaveMultiLine(如下图)

  类图

  MeasureTool作为插件类,需要实现Load() 和Unload()方法,不详说。Load()中注册了一些事件。

加载代码
    public override void Load() 
        {
      //构造渲染对象
            layer 
= new MeasureToolLayer(
                
this,
                ParentApplication.WorldWindow.DrawArgs );
       //设置纹理路径
            layer.TexturePath 
= Path.Combine(PluginDirectory,"Plugins\\Measure");
            ParentApplication.WorldWindow.CurrentWorld.RenderableObjects.Add(layer);

            menuItem 
= new MenuItem("Measure\tM");
            menuItem.Click 
+= new EventHandler(menuItemClicked);
            ParentApplication.ToolsMenu.MenuItems.Add( menuItem );

            
// Subscribe events 注册了事件
            ParentApplication.WorldWindow.MouseMove += new MouseEventHandler(layer.MouseMove);
            ParentApplication.WorldWindow.MouseDown 
+= new MouseEventHandler(layer.MouseDown);
            ParentApplication.WorldWindow.MouseUp 
+= new MouseEventHandler(layer.MouseUp);
            ParentApplication.WorldWindow.KeyUp 
+=new KeyEventHandler(layer.KeyUp);
        }

 

  MeasureToolLayer作为渲染对象类,是WW插件实现的重点。必须重载的方法Initialize()、Update()、Render()和PerformSelectionAction(DrawArgs drawArgs)。

  我们先分别看看MeasureToolLayer的五个内部类。

    public enum MeasureState
    {
     Idle,
     Measuring,
     Complete
    }

  MeasureState是个枚举类型,存放Measure的当前状态的(空闲、测量中、完成)。

 

 

  从上图中,我们可看到MeasurePropertiesDialog和 SaveMultiLine类。

  MeasurePropertiesDialog继承自Form,主要是设置画线的类型:单线、多条线。

设置MeasureMode代码
            private void okButton_Click(object sender, EventArgs e)
            {
                
if (lineModeButton.Checked == true
                    World.Settings.MeasureMode 
= MeasureMode.Single;
                
else 
                    World.Settings.MeasureMode 
= MeasureMode.Multi;
                
this.Close();
            }

 

  SaveMultiLine类基础自Form。主要实现将画出的多线,保存为KML或Shp格式。

保存代码
private void saveButton_Click(object sender, System.EventArgs e)
            {
                
// Heh.
                SaveFileDialog chooser = new SaveFileDialog();
                chooser.DefaultExt 
= "*.csv";
                chooser.Filter 
= "kml files (*.kml)|*.kml|Shape files (*.shp)|*.shp";
                chooser.Title 
= "Save Multiline";
                chooser.ShowDialog(MainApplication.ActiveForm);
                String filename 
= chooser.FileName;
                Console.WriteLine(filename);
                
try
                {
                    
if(filename.EndsWith(".kml"))
                    {
                        StreamWriter writer = new StreamWriter(filename);
                        
string kml = writeKML();
                        writer.WriteLine(kml);
                        writer.Close();
                    }
                    
//need to be able to save to a network a shapefile accessible
                    if(filename.EndsWith(".shp"))
                    {
                        writeShape(filename);
                    }
                }
                
catch(Exception ex)
                {
                    MessageBox.Show(ex.Message);
                }
            }

 

输出KML文件代码;

KML代码
    private string writeKML()
            {
                
//construct XML to send
                XmlDocument doc = new XmlDocument();
                XmlNode kmlnode 
= doc.CreateElement("kml");
                XmlNode node 
= doc.CreateElement("Placemark");
                
                XmlNode name 
= doc.CreateElement("name");
                name.InnerText 
= "New Measurement";
                node.AppendChild(name);

                XmlNode desc 
= doc.CreateElement("description");
                
string description = "New Measurement";
                desc.InnerXml 
= description;
                node.AppendChild(desc);
            
                XmlNode polygon 
= doc.CreateElement("Polygon");
                
string request = "<outerBoundaryIs><LinearRing><coordinates>";
                
foreach(MeasureLine line in m_multiline)
                {
                    Double lat 
= line.StartLatitude.Degrees;
                    Double lon 
= line.StartLongitude.Degrees;
                    request 
+=     lon+","+lat+",100\n";
                }
                request 
+= "</coordinates></LinearRing></outerBoundaryIs>";
                
                polygon.InnerXml
= request;
                node.AppendChild(polygon);

                kmlnode.AppendChild(node);
                doc.AppendChild(kmlnode);
                
return doc.OuterXml;
            }

 

保存为SHP格式文件代码

保存为Shap代码
            private void writeShape(string filename)
            {
                IntPtr shphandle 
= ShapeLib.SHPCreate(filename,ShapeLib.ShapeType.PolyLine);
                        
                
double[] lat = new double[m_multiline.Count];
                
double[] lon = new double[m_multiline.Count];
                        
                
int i=0;
                
foreach(MeasureLine line in m_multiline)
                {
                    lat[i] 
= line.StartLatitude.Degrees;
                    lon[i] 
= line.StartLongitude.Degrees;
                    i
++;
                }
                        
                ShapeLib.SHPObject poly 
= ShapeLib.SHPCreateSimpleObject(ShapeLib.ShapeType.Polygon,m_multiline.Count,lon,lat,null);
                ShapeLib.SHPWriteObject(shphandle,
0,poly);
                ShapeLib.SHPDestroyObject(poly);
                ShapeLib.SHPClose(shphandle);
            }

 

上面是右键菜单的两个功能,如果实现添加右键菜单呢??很简单,MeasureToolLayer类只要重载RenderObject类的BuildContextMenu(ContextMenu menu)方法。示例代码如下:

添加右键菜单代码
        /// <summary>
        
/// Fills the context menu with menu items specific to the layer.
        
/// </summary>
        public override void BuildContextMenu(ContextMenu menu)
        {
        menu.MenuItems.Add(
"Properties"new System.EventHandler(OnPropertiesClick));
        menu.MenuItems.Add(
"Save Multi-Point Line"new System.EventHandler(saveLine));
        }

 

OnPropertiesClick和saveLine就是用来调用两个窗体类的。

  MeasureMultiLine继承自ArrayList,主要是存放MeasureLine的集合。

        internal class MeasureMultiLine:ArrayList
        {
            //添加线
            
public void addLine(MeasureLine line)
            {
                Add(line);
            }
       //删除最后一条线
            
public void deleteLine()
            {
                RemoveAt(Count
-1);
            }
       //计算集合中线的总长度,我们关注如何计算单条线的长度。
            
public double getLength() 
            {
                
double sum = 0.0;
                
foreach(MeasureLine line in this)
                    sum 
+= line.Linear;
                
return sum;
            }
      //线集合的渲染方法。
            
public void Render(DrawArgs drawArgs)
            {
                
foreach(MeasureLine line in this)
                {
                    
try
                    {
              //调用线的渲染方法
                        line.Render(drawArgs);
                    }
                    
catch
                    {}
                }
            }
        }

 

  MeasureLine继承自ListViewItem,是该Measure插件的关键部分,主要是对线对象的计算和部分渲染。这里面知识点比较重要,很多可以被我们借鉴重用。其中用到的重要方法Calculate() 和Render(),还有一些没用到的方法(这里暂不分析)。

    public void Calculate(World world, bool useTerrain)
            {
        /计算球面上两点间圆弧(对应的角度)
                Angle angularDistance 
= World.ApproxAngularDistance( startLatitude, startLongitude, endLatitude, endLongitude );
         //计算圆弧长度=弧度值*半径
                Linear 
= angularDistance.Radians * world.EquatorialRadius;
              
//每两度一个点(下面计算不是好理解,但是我们可以借鉴的重点)
           // 2°的弧度为 (2*PI/180)即约等于 2*3/180=1/30;(作者将PI取整为3啦)
         //每两度一个点:samples = (int)(angularDistance.Radians/2度的弧度值);
         //即 samples = (int)(angularDistance.Radians/(1/30)); 
                
int samples = (int)(angularDistance.Radians*30);  // 1 point for every 2 degrees.
                if(samples<2)
                    samples 
= 2;
         //构建点集合(线中取samples个点)
                LinearTrackLine 
= new CustomVertex.PositionColored[samples];
                
for(int i=0;i<LinearTrackLine.Length;i++)
                    LinearTrackLine[i].Color 
= World.Settings.MeasureLineLinearColorXml;;
            
                Angle lat,lon
=Angle.Zero;
                
for(int i=0; i<samples; i++)
                {
                    
float t = (float)i / (samples-1);
            //计算各样本点的经纬度
                    
World.IntermediateGCPoint(t, startLatitude, startLongitude, endLatitude, endLongitude, angularDistance, out lat, out lon );
                
                    
double elevation = 0;
           //计算样本点的高程(该方法可借鉴重用)
                    
if(useTerrain)
                        elevation 
= world.TerrainAccessor.GetElevationAt(lat.Degrees,lon.Degrees,1024);
          
 //将球面坐标,转为笛卡尔三维坐标(左手坐标系)
                    Vector3 subSegmentXyz 
= MathEngine.SphericalToCartesian(lat, lon, 
                        world.EquatorialRadius + elevation * World.Settings.VerticalExaggeration );
                    LinearTrackLine[i].X 
= subSegmentXyz.X;
                    LinearTrackLine[i].Y 
= subSegmentXyz.Y;
                    LinearTrackLine[i].Z 
= subSegmentXyz.Z;
                }
         
//计算两点连线的中点坐标(重点)
                
WorldXyzMid = world.IntermediateGCPoint(0.5f, startLatitude, startLongitude, endLatitude, endLongitude, angularDistance );
            }

 

   Render()方法:

            public void Render(DrawArgs drawArgs)
            {
                
// Draw the measure line + ends
                Vector3 referenceCenter = new Vector3(
                    (
float)drawArgs.WorldCamera.ReferenceCenter.X,
                    (
float)drawArgs.WorldCamera.ReferenceCenter.Y,
                    (
float)drawArgs.WorldCamera.ReferenceCenter.Z);
         //将球体放在啥位置上!(我的理解)
                drawArgs.device.Transform.World 
= Matrix.Translation(
                    
-referenceCenter
                    );

                
if(World.Settings.MeasureShowGroundTrack && IsGroundTrackValid)
                    drawArgs.device.DrawUserPrimitives(PrimitiveType.LineStrip, GroundTrackLine.Length
-1, GroundTrackLine);
     //画出样本点的连线(注意:PrimitiveType.LineStrip类型的基元个数为LinearTrackLine.Length-1
                drawArgs.device.DrawUserPrimitives(PrimitiveType.LineStrip, LinearTrackLine.Length
-1, LinearTrackLine);

                drawArgs.device.Transform.World 
= drawArgs.WorldCamera.WorldMatrix;
         
//判断一个点是否可见(方法重要)
                if(!drawArgs.WorldCamera.ViewFrustum.ContainsPoint(WorldXyzMid))
                    
// Label is invisible
                    return;
        //投影:将球面上的点转换为笛卡尔坐标点(重点学习)
               
 Vector3 labelXy = drawArgs.WorldCamera.Project(WorldXyzMid - referenceCenter);
                
string label ="";//= Text;
                if( groundTrack>0)
                    label 
+=  FormatDistance(groundTrack) + Units;
                
else
                    label 
+=  FormatDistance(linearDistance) + Units;  
//在线的中点处画出线段长度(DrawText将文字渲染到球面上某点)
               
 drawArgs.defaultDrawingFont.DrawText(null, label, (int)labelXy.X, (int)labelXy.Y, World.Settings.MeasureLineLinearColor );
            }

 上面代码画出的线和长度,在任何缩放级别下都是可见的,不是太好。下面是我借鉴VE插件代码,实现了缩放级别控制,在一定级别下才显示线的长度。

//判断缩放级别
            public int GetZoomLevelByTrueViewRange(double trueViewRange)
            {
                
int maxLevel = 3//视角范围为45度
                int minLevel = 19;
                
int numLevels = minLevel - maxLevel + 1;
                
int retLevel = maxLevel;
                
for (int i = 0; i < numLevels; i++)
                {
                    retLevel 
= i + maxLevel;

                    
double viewAngle = 180;
                    
for (int j = 0; j < i; j++)
                    {
                        viewAngle 
= viewAngle / 2.0;
                    }
                    
if (trueViewRange >= viewAngle)
                    {
                        
break;
                    }
                }
                
return retLevel;
            }

 

然后,在上面的Render()里添加控制条件  if (GetZoomLevelByTrueViewRange(drawArgs.WorldCamera.TrueViewRange.Degrees) > 4) ,来控制长度的显示。

添加层次控制
            public void Render(DrawArgs drawArgs)
            {
                
// Draw the measure line + ends
                Vector3 referenceCenter = new Vector3(
                    (
float)drawArgs.WorldCamera.ReferenceCenter.X,
                    (
float)drawArgs.WorldCamera.ReferenceCenter.Y,
                    (
float)drawArgs.WorldCamera.ReferenceCenter.Z);

                drawArgs.device.Transform.World 
= Matrix.Translation(
                    
-referenceCenter
                    );

                
if(World.Settings.MeasureShowGroundTrack && IsGroundTrackValid)
                    drawArgs.device.DrawUserPrimitives(PrimitiveType.LineStrip, GroundTrackLine.Length
-1, GroundTrackLine);
                drawArgs.device.DrawUserPrimitives(PrimitiveType.LineStrip, LinearTrackLine.Length
-1, LinearTrackLine);

                drawArgs.device.Transform.World 
= drawArgs.WorldCamera.WorldMatrix;
  if (GetZoomLevelByTrueViewRange(drawArgs.WorldCamera.TrueViewRange.Degrees) > 4)
{
                
if(!drawArgs.WorldCamera.ViewFrustum.ContainsPoint(WorldXyzMid))
                    
// Label is invisible
                    return;
                Vector3 labelXy 
= drawArgs.WorldCamera.Project(WorldXyzMid - referenceCenter);
                
string label ="";//= Text;
                if( groundTrack>0)
                    label 
+=  FormatDistance(groundTrack) + Units;
                
else
                    label 
+=  FormatDistance(linearDistance) + Units;
                drawArgs.defaultDrawingFont.DrawText(
null, label, (int)labelXy.X, (int)labelXy.Y, World.Settings.MeasureLineLinearColor );
}
            }

   下面我们看一下MeasureToolLayer类。

代码
public override void Render(DrawArgs drawArgs)
        {
            
if(!isOn)
                
return;

            
// Turn off light
            if (World.Settings.EnableSunShading) drawArgs.device.RenderState.Lighting = false;

            
// Check that textures are initialised
            if(!isInitialized)
                Initialize(drawArgs);

            
if(DrawArgs.MouseCursor == CursorType.Arrow)
         
// Use our cursor when the mouse isn't over other elements requiring different cursor
             //使用自己的鼠标类型(可以借鉴学习)
        DrawArgs.MouseCursor = CursorType.Measure;

            
if(State == MeasureState.Idle)
                
return;
       //稍后分析
            
if (!CalculateRectPlacement(drawArgs))
                
return;

            
if(Distance < 0.01)
                
return;

            Device device 
= drawArgs.device;
            device.RenderState.ZBufferEnable 
= false;
            device.TextureState[
0].ColorOperation = TextureOperation.Disable;
            device.VertexFormat 
= CustomVertex.PositionColored.Format;

            
            
// Draw the measure line + ends
            /*
            device.DrawUserPrimitives(PrimitiveType.LineStrip, measureLine.Length-1, measureLine);
            device.DrawUserPrimitives(PrimitiveType.LineStrip, startPoint.Length-1, startPoint);
            device.DrawUserPrimitives(PrimitiveType.LineList, endPoint.Length>>1, endPoint);
            
*/
       //绘制线集合
            multiline.Render(drawArgs);


            
// Draw the info rect
        //赋予纹理
            device.TextureState[0].ColorOperation = TextureOperation.SelectArg1;
            device.SetTexture(0,m_texture);
            device.VertexFormat 
= CustomVertex.TransformedColoredTextured.Format;
       //绘制矩形(由两个三角形构成)
            device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 
2, rect);

            device.TextureState[
0].ColorOperation = TextureOperation.Disable;
       //绘制连接线(三个点)
            device.DrawUserPrimitives(PrimitiveType.LineStrip, 
2, rectLineConnection);
      //绘制矩形边框
            device.DrawUserPrimitives(PrimitiveType.LineStrip, rectFrame.Length
-1, rectFrame);
      //渲染绘制矩形上的文字
            drawArgs.defaultDrawingFont.DrawText(
null, labelText, labelTextRect, DrawTextFormat.None, 0xff << 24);

            device.RenderState.ZBufferEnable 
= true;
            
if (World.Settings.EnableSunShading) drawArgs.device.RenderState.Lighting = true;
        }

 光标问题

DrawArgs.cs中CursorType中所有光标类型。

 /// <summary>
 /// Mouse cursor
 /// </summary>
 public enum CursorType
 {
  Arrow = 0,
  Hand,
  Cross,
  Measure,
  SizeWE,
  SizeNS,
  SizeNESW,
  SizeNWSE
 }

 更新光标方法340行

更新光标代码
        public void UpdateMouseCursor(System.Windows.Forms.Control parent)
        {
            
if(lastCursor == mouseCursor)
                
return;

            
switch( mouseCursor )
            {
                
case CursorType.Hand:
                    parent.Cursor 
= System.Windows.Forms.Cursors.Hand;
                    
break;
                
case CursorType.Cross:
                    parent.Cursor 
= System.Windows.Forms.Cursors.Cross;
                    
break;
                
case CursorType.Measure:
                    
if(measureCursor == null)
                   //从外界加载光标
                       
 measureCursor = ImageHelper.LoadCursor("measure.cur");
                    parent.Cursor 
= measureCursor;
                    
break;
                
case CursorType.SizeWE:
                    parent.Cursor 
= System.Windows.Forms.Cursors.SizeWE;
                    
break;
                
case CursorType.SizeNS:
                    parent.Cursor 
= System.Windows.Forms.Cursors.SizeNS;
                    
break;
                
case CursorType.SizeNESW:
                    parent.Cursor 
= System.Windows.Forms.Cursors.SizeNESW;
                    
break;
                
case CursorType.SizeNWSE:
                    parent.Cursor 
= System.Windows.Forms.Cursors.SizeNWSE;
                    
break;
                
default:
                    parent.Cursor 
= System.Windows.Forms.Cursors.Arrow;
                    
break;
            }
            lastCursor 
= mouseCursor;
        }

 在重点处绘制矩形,原来是绘制圆圈的,其实可以在球上任意点绘制多边形的。

 

 关键代码为:

代码
public void RenderWaypointIcon(DrawArgs drawArgs, Vector3 position)
            {
                
if(!drawArgs.WorldCamera.ViewFrustum.ContainsPoint(position))
                    
return;
                
// Draw the circle - TODO: if the circle doesn't have to always face the user it can be pre-calculated
                Vector3 referenceCenter = new Vector3(
                    (
float)drawArgs.WorldCamera.ReferenceCenter.X,
                    (
float)drawArgs.WorldCamera.ReferenceCenter.Y,
                    (
float)drawArgs.WorldCamera.ReferenceCenter.Z);
         //投影,将三维笛卡尔坐标系转换成平面坐标系
                Vector3 startXy 
= drawArgs.WorldCamera.Project(position - referenceCenter);
                
float circleRadius = 8;

                for(int i=0;i<circle.Length;i++)
                {
                    
float angle = (float)(i*2*Math.PI/(circle.Length-1));
            //这里涉及到圆相关几何计算(看成平面圆,拿笔画画看看,不难的)
                    circle[i].X 
= (float)(startXy.X +Math.Sin(angle)*circleRadius );
                    circle[i].Y 
= (float)(startXy.Y +Math.Cos(angle)*circleRadius) ;
                    circle[i].Color 
= World.Settings.MeasureLineLinearColorXml;;
                }
                drawArgs.device.VertexFormat 
= CustomVertex.TransformedColored.Format;
                drawArgs.device.Transform.World 
= Matrix.Translation(
                    
-referenceCenter
                    );
         //这里我有个疑惑:为啥要是TransformedColored而不是PositionColored?为什么PrimitiveType必须为线形(如:LineStrip)而不能是TrangileList??TrangileList是不会出现结果的!
                //这里是画方形的(顶点数为5)      
         drawArgs.device.DrawUserPrimitives(PrimitiveType.LineStrip, circle.Length
-1, circle);
        //这是画圆的,顶点数为8个
              
//  drawArgs.device.DrawUserPrimitives(PrimitiveType.TriangleList, 1, circle);
                drawArgs.device.Transform.World = drawArgs.WorldCamera.WorldMatrix;
                drawArgs.device.VertexFormat 
= CustomVertex.PositionColored.Format;
            }

 我们最后来看一下CalculateRectPlacement()方法

bool CalculateRectPlacement(DrawArgs drawArgs)
        {
       //选择可见点(优先选中点)
            
int labelLinePoint = FindAnchorPoint();
            
if(labelLinePoint < 0)
            {
                
// Measure line is not visible
                return false;
            }

            Vector3 referenceCenter 
= new Vector3(
                (
float)drawArgs.WorldCamera.ReferenceCenter.X,
                (
float)drawArgs.WorldCamera.ReferenceCenter.Y,
                (
float)drawArgs.WorldCamera.ReferenceCenter.Z
                );


            Angle displayAngle 
= CalcAngle(labelLinePoint, referenceCenter);
            
if( Angle.IsNaN(displayAngle) )
                
return false;

            
const int leg1Len = 30;
            
const int leg2Len = 5;

            
            Vector3 screenAnchor 
= m_drawArgs.WorldCamera.Project(
                
new Vector3( 
                measureLine[labelLinePoint].X,
                measureLine[labelLinePoint].Y,
                measureLine[labelLinePoint].Z ) 
- referenceCenter);

            
float x1 = (float)(screenAnchor.X + Math.Cos(displayAngle.Radians)*leg1Len);
            
float y1 = (float)(screenAnchor.Y + Math.Sin(displayAngle.Radians)*leg1Len);
            
float x2 = x1;
            
float y2 = y1;


            
// Find direction of 2nd leg.
            int quadrant = (int)((displayAngle.Radians)/(Math.PI/2));
            
switch (quadrant % 4)
            {
                
case 0:
                
case 3:
                    x2 
+= leg2Len;
                    
break;
                
case 1:
                
case 2:
                    x2 
-= leg2Len;
                    
break;
            }

            
// Calculate label box position / size
            if (World.Settings.MeasureMode == MeasureMode.Multi)
            {
                Distance 
= multiline.getLength();
                
//labelText = Distance>=10000 ?
                
//    string.Format( "Total Distance: {0:f1}km", Distance/1000 ) :
                
//    string.Format( "Total Distance: {0:f1}m", Distance );
                labelText = "Total Distance: " + ConvertUnits.GetDisplayString(Distance);
            }
            
else
            {
                
//labelText = Distance>=10000 ?
                
//    string.Format( "Distance: {0:f1}km", Distance/1000 ) :
                
//    string.Format( "Distance: {0:f1}m", Distance );
                labelText = "Distance: " + ConvertUnits.GetDisplayString(Distance);

            }
            labelText 
+= string.Format("\nBearing: {0:f1}", Azimuth.Degrees );
       //获取绘制文本的外矩形
            labelTextRect 
= m_drawArgs.defaultDrawingFont.MeasureString(null, labelText, DrawTextFormat.None, 0);
            
            Rectangle tsize 
= labelTextRect;
            
const int xPad = 4;
            
const int yPad = 1;
            tsize.Inflate( xPad, yPad );
            labelTextRect.Offset(
-tsize.Left, -tsize.Top);
            tsize.Offset(
-tsize.Left, -tsize.Top);
            
            rectLineConnection[
0].X = screenAnchor.X;
            rectLineConnection[
0].Y = screenAnchor.Y;
            rectLineConnection[
1].X = x1;
            rectLineConnection[
1].Y = y1;
            rectLineConnection[
2].X = x2;
            rectLineConnection[
2].Y = y2;
            
if(x2>x1)
            {
                labelTextRect.Offset((
int)x2, 0);
                tsize.Offset((
int)x2, 0);
            }
            
else
            {
                
int xof = (int)(x2-tsize.Width);
                labelTextRect.Offset(xof, 
0);
                tsize.Offset(xof, 
0);
            }
            tsize.Offset(
0, (int)(y2 - tsize.Height/2));
            labelTextRect.Offset(
0, (int)(y2 - tsize.Height/2));

            rect[
0].X = tsize.Left;
            rect[
0].Y = tsize.Top;
            rect[
1].X = rect[0].X;
            rect[
1].Y = tsize.Bottom;
            rect[
2].X = tsize.Right;
            rect[
2].Y = rect[0].Y;
            rect[
3].X = rect[2].X;
            rect[
3].Y = rect[1].Y;
            rect[
4].X = rect[0].X;
            rect[
4].Y = rect[1].Y;

            rectFrame[
0].X = tsize.Left;
            rectFrame[
0].Y = tsize.Top;
            rectFrame[
1].X = rectFrame[0].X;
            rectFrame[
1].Y = tsize.Bottom;
            rectFrame[
2].X = tsize.Right;
            rectFrame[
2].Y = rectFrame[1].Y;
            rectFrame[
3].X = rectFrame[2].X;
            rectFrame[
3].Y = rectFrame[0].Y;
            rectFrame[
4].X = rectFrame[0].X;
            rectFrame[
4].Y = rectFrame[0].Y;


            
// Cap at start of measure
            Vector3 a = new Vector3(measureLine[0].X, measureLine[0].Y, measureLine[0].Z );
            Vector3 b 
= new Vector3(measureLine[1].X, measureLine[1].Y, measureLine[1].Z );
            Vector3 vCap  
= Vector3.Cross(a,b);
            vCap.Normalize();
            
const int lineCapSize = 6;
            vCap.Scale( (
float)m_drawArgs.WorldCamera.Distance/750f*lineCapSize );

            Vector3 worldXyzStart 
= new Vector3( measureLine[0].X, measureLine[0].Y, measureLine[0].Z );
            Vector3 va 
= Vector3.Add( worldXyzStart, vCap );
            Vector3 vb 
= Vector3.Add( worldXyzStart, -vCap );

            startPoint[
0].X = va.X;
            startPoint[
0].Y = va.Y;
            startPoint[
0].Z = va.Z;
            startPoint[
1].X = vb.X;
            startPoint[
1].Y = vb.Y;
            startPoint[
1].Z = vb.Z;

            
// Cap at end of measure
            int last = measureLine.Length-1;
            Vector3 worldXyzEnd 
= new Vector3( 
                measureLine[last].X,
                measureLine[last].Y,
                measureLine[last].Z );

            
int beforeLast = last-1;
            vCap 
= new Vector3( 
                measureLine[beforeLast].X,
                measureLine[beforeLast].Y,
                measureLine[beforeLast].Z );
            vCap.Subtract(worldXyzEnd);
            vCap.Normalize();
            vCap.Scale( (
float)(m_drawArgs.WorldCamera.Distance/750f*lineCapSize) );

            vb 
= va = Vector3.Add( worldXyzEnd , vCap );
            
const float arrowHeadAngle = 0.25f*(float)Math.PI;
            va.TransformCoordinate( Matrix.RotationAxis( worldXyzEnd, (
float)Math.PI+arrowHeadAngle ));
            vb.TransformCoordinate( Matrix.RotationAxis( worldXyzEnd, arrowHeadAngle));

            endPoint[
0].X = va.X;
            endPoint[
0].Y = va.Y;
            endPoint[
0].Z = va.Z;
            endPoint[
1].X = vb.X;
            endPoint[
1].Y = vb.Y;
            endPoint[
1].Z = vb.Z;

            Matrix rotate90 
= Matrix.RotationAxis( worldXyzEnd, (float)Math.PI*0.5f );
            va.TransformCoordinate( rotate90 );
            vb.TransformCoordinate( rotate90 );

            endPoint[
2].X = va.X;
            endPoint[
2].Y = va.Y;
            endPoint[
2].Z = va.Z;
            endPoint[
3].X = vb.X;
            endPoint[
3].Y = vb.Y;
            endPoint[
3].Z = vb.Z;

            
return true;
        }

 

选择可见点(该代码可被我们重用:判断球面上一点是否落在可见区域中)

        bool IsMeasureLinePointVisible(int linePoint)
        {
            Vector3 v 
= new Vector3( measureLine[linePoint].X, measureLine[linePoint].Y, measureLine[linePoint].Z );
            
return m_drawArgs.WorldCamera.ViewFrustum.ContainsPoint(v);
        }

 

 

 

 

 

 

 

 

 

 

 

 

posted on 2009-12-28 21:30  无痕客  阅读(7197)  评论(2编辑  收藏  举报