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  今天是2010的第一天,总想把它过得充实点,为我自己新的一年开个好头吧!首先,向关注我博客的网友道声:“元旦快乐!”,其次,接着跟大家分享一下我学习WW中DEM数据的加载和应用心得,希望大家从中有所收获!

  DEM应用在WW的三维表现中占有很重要的位置,跟影像数据同等重要!幸好影像和DEM的加载和处理原理上几乎一致,对基于WW搞GIS三维开发来说是件好事,理解好任何一种,另一种触类旁通!前一篇,主要从功能上做了简单入门介绍,该篇将从代码级别分析WW内置的SRTM的DEM数据加载和应用,下一篇讲从二次开发角度上讲解如何处理、配置自己的影像和DEM数据。呵呵,因为DEM部分很重要,且是放假期间我也有时间,争取篇篇精彩!

  两个缩写词介绍:因为这两个缩写词常出现,知道是什么缩写,就不觉得神秘啦!

  SRTM:The Shuttle Radar Topography Mission (SRTM) obtained elevation data on a near-global scale to generate the most complete high-resolution digital topographic database of Earth. SRTM consisted of a specially modified radar system that flew onboard the Space Shuttle Endeavour during an 11-day mission in February of 2000.

  NLT:NASA Learning Technologies.

  我从BMNG.cs为例入手研究DEM的使用,当然研究瓦片影像也该从此入手,但,今天影像不是我们关注的重点。现在正式步入主题,跟我一起分析和学习代码吧!

  BMNG.cs类144行构造函数中代码,

   WorldWind.NltImageStore imageStore = new WorldWind.NltImageStore(String.Format("bmng.topo.2004{0:D2}", i + 1), "http://worldwind25.arc.nasa.gov/tile/tile.aspx");
                imageStore.DataDirectory 
= null;
                imageStore.LevelZeroTileSizeDegrees 
= 36.0;
                imageStore.LevelCount 
= 5;
                imageStore.ImageExtension 
= "jpg";
                imageStore.CacheDirectory 
= String.Format("{0}\\BMNG\\{1}", m_WorldWindow.Cache.CacheDirectory, String.Format("BMNG (Shaded) Tiled - {0}.2004", i + 1));

                ias 
= new WorldWind.ImageStore[1];
                ias[
0= imageStore;

                m_QuadTileLayers[
0, i] = new WorldWind.Renderable.QuadTileSet(
                    String.Format(
"Tiled - {0}.2004", i + 1),
                    m_WorldWindow.CurrentWorld,
                    
0,
                    
90-90-180180,
                    
true,
                    ias);

 

BMNG中的NltImageStore.cs、QuadTileSet类。这是我们关注的对象。
QuadTileSet继承自RenderableObject,是要绘制渲染的对象类。
关注它的562行Update()方法、517行Initialize()方法、 701行Render()方法。
Update()方法

QuadTileSet的Update()方法
public override void Update(DrawArgs drawArgs)
        {
            
if (!isInitialized)
                Initialize(drawArgs);

            
if (m_effectPath != null && m_effect == null)
            {
                
string errs = string.Empty;
                m_effect 
= Effect.FromFile(DrawArgs.Device, m_effectPath, null"", ShaderFlags.None, m_effectPool, out errs);

                
if (errs != null && errs != string.Empty)
                {
                    Log.Write(Log.Levels.Warning, 
"Could not load effect " + m_effectPath + "" + errs);
                    Log.Write(Log.Levels.Warning, 
"Effect has been disabled.");
                    m_effectPath 
= null;
                    m_effect 
= null;
                }
            }

            
if (ImageStores[0].LevelZeroTileSizeDegrees < 180)
            {
                
// Check for layer outside view
                double vrd = DrawArgs.Camera.ViewRange.Degrees;
                
double latitudeMax = DrawArgs.Camera.Latitude.Degrees + vrd;
                
double latitudeMin = DrawArgs.Camera.Latitude.Degrees - vrd;
                
double longitudeMax = DrawArgs.Camera.Longitude.Degrees + vrd;
                
double longitudeMin = DrawArgs.Camera.Longitude.Degrees - vrd;
                
if (latitudeMax < m_south || latitudeMin > m_north || longitudeMax < m_west || longitudeMin > m_east)
                    
return;
            }

            
if (DrawArgs.Camera.ViewRange * 0.5f >
                    Angle.FromDegrees(TileDrawDistance 
* ImageStores[0].LevelZeroTileSizeDegrees))
            {
                
lock (m_topmostTiles.SyncRoot)
                {
                    
foreach (QuadTile qt in m_topmostTiles.Values)
                        qt.Dispose();
                    m_topmostTiles.Clear();
                    ClearDownloadRequests();
                }

                
return;
            }
       //知识点,可以看看,如何计算不可见瓦片的算法。
            RemoveInvisibleTiles(DrawArgs.Camera);
下面主要是如何计算和加载瓦片式影像的,是重点,但不是这次的重点。
            
try
            {
        //根据Camera所对的中心经纬度,计算中心点的行列号
                
int middleRow = MathEngine.GetRowFromLatitude(DrawArgs.Camera.Latitude, ImageStores[0].LevelZeroTileSizeDegrees);
                
int middleCol = MathEngine.GetColFromLongitude(DrawArgs.Camera.Longitude, ImageStores[0].LevelZeroTileSizeDegrees);
         //根据行列号,反推瓦片的四点对应的经度或纬度
                
double middleSouth = -90.0f + middleRow * ImageStores[0].LevelZeroTileSizeDegrees;
                
double middleNorth = -90.0f + middleRow * ImageStores[0].LevelZeroTileSizeDegrees + ImageStores[0].LevelZeroTileSizeDegrees;
                
double middleWest = -180.0f + middleCol * ImageStores[0].LevelZeroTileSizeDegrees;
                
double middleEast = -180.0f + middleCol * ImageStores[0].LevelZeroTileSizeDegrees + ImageStores[0].LevelZeroTileSizeDegrees;

                
double middleCenterLat = 0.5f * (middleNorth + middleSouth);
                
double middleCenterLon = 0.5f * (middleWest + middleEast);
 //这里存在一个算法,由中心瓦片框,向四周扩散地找相邻的瓦片矩形框。
//有兴趣的网友可以看一下,根据算法画出图来就好理解啦。(我感觉该算法对以后开发会有用的)
                
int tileSpread = 4;
                
for (int i = 0; i < tileSpread; i++)
                {
                    
for (double j = middleCenterLat - i * ImageStores[0].LevelZeroTileSizeDegrees; j < middleCenterLat + i * ImageStores[0].LevelZeroTileSizeDegrees; j += ImageStores[0].LevelZeroTileSizeDegrees)
                    {
                        
for (double k = middleCenterLon - i * ImageStores[0].LevelZeroTileSizeDegrees; k < middleCenterLon + i * ImageStores[0].LevelZeroTileSizeDegrees; k += ImageStores[0].LevelZeroTileSizeDegrees)
                        {
        //根据经\纬度和tileSize来计算行列号,这里LevelZeroTileSizeDegrees为第0层的瓦片大小为36度,瓦片总个数为50片
                            
int curRow = MathEngine.GetRowFromLatitude(Angle.FromDegrees(j), ImageStores[0].LevelZeroTileSizeDegrees);
                            
int curCol = MathEngine.GetColFromLongitude(Angle.FromDegrees(k), ImageStores[0].LevelZeroTileSizeDegrees);
                            
long key = ((long)curRow << 32+ curCol;
                //如果集合m_topmostTiles已经存在QuadTile,则更新QuadTile
                            
QuadTile qt = (QuadTile)m_topmostTiles[key];
                            
if (qt != null)
                            {
                                
qt.Update(drawArgs);
                                
continue;
                            }

                          
// Check for tile outside layer boundaries,获取外边框四点经度或纬度坐标
                            double west = -180.0f + curCol * ImageStores[0].LevelZeroTileSizeDegrees;
                            
if (west > m_east)
                                
continue;

                            
double east = west + ImageStores[0].LevelZeroTileSizeDegrees;
                            
if (east < m_west)
                                
continue;

                            
double south = -90.0f + curRow * ImageStores[0].LevelZeroTileSizeDegrees;
                            
if (south > m_north)
                                
continue;

                            
double north = south + ImageStores[0].LevelZeroTileSizeDegrees;
                            
if (north < m_south)
                                
continue;
                //结合中不存在,创建新的QuadTile
                            
qt = new QuadTile(south, north, west, east, 0this);
                 //判断新的QuadTile是否在可视区域中。(可以关注一下:Intersects()方法判断矩形框相交)
                if (DrawArgs.Camera.ViewFrustum.Intersects(qt.BoundingBox))
                            {
                                
lock (m_topmostTiles.SyncRoot)
                                    m_topmostTiles.Add(key, qt);
                  //调用QuadTile的Update()方法
                                qt.Update(drawArgs);
                            }
                        }
                    }
                }
            }
            
catch (System.Threading.ThreadAbortException)
            {
            }
            
catch (Exception caught)
            {
                Log.Write(caught);
            }
        }

 

 Render()方法的关键代码为:

                    device.VertexFormat = CustomVertex.PositionNormalTextured.Format;
                    foreach (QuadTile qt in m_topmostTiles.Values)
                        qt.Render(drawArgs);

从上面可以看出,QuadTileSet可看作是QuadTile的集合,真正实现更新和渲染的是QuadTile对象。里面有影像的加载和渲染绘制,也有DEM的渲染绘制。

  我们先看看QuadTile.cs 中Update()方法:

QuadTile的Update()代码
    public virtual void Update(DrawArgs drawArgs)
        {
            
            
if (m_isResetingCache)
                
return;

            
try
            {
                
double tileSize = North - South;

                
if (!isInitialized)
                {
                    
if (DrawArgs.Camera.ViewRange * 0.5f < Angle.FromDegrees(QuadTileSet.TileDrawDistance * tileSize)
    
&& MathEngine.SphericalDistance(CenterLatitude, CenterLongitude,
                            DrawArgs.Camera.Latitude, DrawArgs.Camera.Longitude) 
< Angle.FromDegrees(QuadTileSet.TileDrawSpread * tileSize * 1.25f)
    
&& DrawArgs.Camera.ViewFrustum.Intersects(BoundingBox)
                        )
                        Initialize();
                }

                
if (isInitialized && World.Settings.VerticalExaggeration != verticalExaggeration || m_CurrentOpacity != QuadTileSet.Opacity ||
                    QuadTileSet.RenderStruts 
!= renderStruts)
                {
           //创建瓦片网格(重点)
                   
 CreateTileMesh();
                }
                
if (isInitialized)
                {
          //判断进入下一层的条件(ViewRange角度、球面距离、可视区域)
                    
if (DrawArgs.Camera.ViewRange < Angle.FromDegrees(QuadTileSet.TileDrawDistance * tileSize)
    
&& MathEngine.SphericalDistance(CenterLatitude, CenterLongitude,
                            DrawArgs.Camera.Latitude, DrawArgs.Camera.Longitude) 
< Angle.FromDegrees(QuadTileSet.TileDrawSpread * tileSize)
    
&& DrawArgs.Camera.ViewFrustum.Intersects(BoundingBox)
                        )
                    {
                        
if (northEastChild == null || northWestChild == null || southEastChild == null || southWestChild == null)
                        {  
                //计算下一级别的四个子瓦片(重点,稍后一起看看)
                            
ComputeChildren(drawArgs);
                        }

                        
if (northEastChild != null)
                        {
                            northEastChild.Update(drawArgs);
                        }

                        
if (northWestChild != null)
                        {
                            northWestChild.Update(drawArgs);
                        }

                        
if (southEastChild != null)
                        {
                            southEastChild.Update(drawArgs);
                        }

                        
if (southWestChild != null)
                        {
                            southWestChild.Update(drawArgs);
                        }
                    }
                    
else
                    {
                        
if (northWestChild != null)
                        {
                            northWestChild.Dispose();
                            northWestChild 
= null;
                        }

                        
if (northEastChild != null)
                        {
                            northEastChild.Dispose();
                            northEastChild 
= null;
                        }

                        
if (southEastChild != null)
                        {
                            southEastChild.Dispose();
                            southEastChild 
= null;
                        }

                        
if (southWestChild != null)
                        {
                            southWestChild.Dispose();
                            southWestChild 
= null;
                        }
                    }
                }

                
if (isInitialized)
                {
                    
if (DrawArgs.Camera.ViewRange / 2 > Angle.FromDegrees(QuadTileSet.TileDrawDistance * tileSize * 1.5f)
                            
|| MathEngine.SphericalDistance(CenterLatitude, CenterLongitude, DrawArgs.Camera.Latitude, DrawArgs.Camera.Longitude) > Angle.FromDegrees(QuadTileSet.TileDrawSpread * tileSize * 1.5f))
                    {
                        
if (Level != 0 || (Level == 0 && !QuadTileSet.AlwaysRenderBaseTiles))
                            
this.Dispose();
                    }
                }
            }
            
catch
            {
            }
        }

 

创建下一级的四个瓦片的方法:(可以被我们重用)

ComputeChildren(DrawArgs drawArgs)
        public virtual void ComputeChildren(DrawArgs drawArgs)
        {
       //判断是否是最高级别
            
if (Level + 1 >= QuadTileSet.ImageStores[0].LevelCount)
                
return;
       //计算瓦片的中点经纬度
            
double CenterLat = 0.5f * (South + North);
            
double CenterLon = 0.5f * (East + West);
            
if (northWestChild == null)
                northWestChild 
= ComputeChild(CenterLat, North, West, CenterLon);

            
if (northEastChild == null)
                northEastChild 
= ComputeChild(CenterLat, North, CenterLon, East);

            
if (southWestChild == null)
                southWestChild 
= ComputeChild(South, CenterLat, West, CenterLon);

            
if (southEastChild == null)
                southEastChild 
= ComputeChild(South, CenterLat, CenterLon, East);
        }

 

 

ComputeChild(double childSouth, double childNorth, double childWest, double childEast)
        /// <summary>
        
/// Returns the QuadTile for specified location if available.
        
/// Tries to queue a download if not available.
        
/// </summary>
        
/// <returns>Initialized QuadTile if available locally, else null.</returns>
        private QuadTile ComputeChild(double childSouth, double childNorth, double childWest, double childEast)
        {
            QuadTile child 
= new QuadTile(
                childSouth,
                childNorth,
                childWest,
                childEast,
                
this.Level + 1,
                QuadTileSet);

            
return child;
        }

 

QuadTile.cs 中的CreateTileMesh()方法用来创建瓦片格网的,分别在Initialize() 、Update()方法中调用。

410行 这里调用的CreateElevatedMesh();是添加DEM数据创建高程格网的。

        /// <summary>
        
/// Builds flat or terrain mesh for current tile
        
/// </summary>
        public virtual void CreateTileMesh()
        {
            verticalExaggeration 
= World.Settings.VerticalExaggeration;
            m_CurrentOpacity 
= QuadTileSet.Opacity;
            renderStruts 
= QuadTileSet.RenderStruts;

            
if (QuadTileSet.TerrainMapped && Math.Abs(verticalExaggeration) > 1e-3)
         //创建具有高程值的格网(今天要关注的)
                
CreateElevatedMesh();
            
else
                //创建没有高程值的平面格网        
                CreateFlatMesh();
        }

591行CreateElevatedMesh()

创建具有高程值的格网
        /// <summary>
        
/// Build the elevated terrain mesh
        
/// </summary>
        protected virtual void CreateElevatedMesh()
        {
            isDownloadingTerrain 
= true;
            //vertexCountElevated值为40;向四周分别扩充一个样本点
            
// Get height data with one extra sample around the tile
            double degreePerSample = LatitudeSpan / vertexCountElevated;
            //获取具有高程值的TerrainTile对象(这是最关键部分,深入分析)
            TerrainTile tile 
= QuadTileSet.World.TerrainAccessor.GetElevationArray(North + degreePerSample, South - degreePerSample, West - degreePerSample, East + degreePerSample, vertexCountElevated + 3);
            
float[,] heightData = tile.ElevationData;

            
int vertexCountElevatedPlus3 = vertexCountElevated / 2 + 3;
            
int totalVertexCount = vertexCountElevatedPlus3 * vertexCountElevatedPlus3;
            northWestVertices 
= new CustomVertex.PositionNormalTextured[totalVertexCount];
            southWestVertices 
= new CustomVertex.PositionNormalTextured[totalVertexCount];
            northEastVertices 
= new CustomVertex.PositionNormalTextured[totalVertexCount];
            southEastVertices 
= new CustomVertex.PositionNormalTextured[totalVertexCount];
            
double layerRadius = (double)QuadTileSet.LayerRadius;

            
// Calculate mesh base radius (bottom vertices)
            
// Find minimum elevation to account for possible bathymetry
            float minimumElevation = float.MaxValue;
            
float maximumElevation = float.MinValue;
            
foreach (float height in heightData)
            {
                
if (height < minimumElevation)
                    minimumElevation 
= height;
                
if (height > maximumElevation)
                    maximumElevation 
= height;
            }
            minimumElevation 
*= verticalExaggeration;
            maximumElevation 
*= verticalExaggeration;

            
if (minimumElevation > maximumElevation)
            {
                
// Compensate for negative vertical exaggeration
                minimumElevation = maximumElevation;
                maximumElevation 
= minimumElevation;
            }

            
double overlap = 500 * verticalExaggeration; // 500m high tiles

            
// Radius of mesh bottom grid
            meshBaseRadius = layerRadius + minimumElevation - overlap;

            CreateElevatedMesh(ChildLocation.NorthWest, northWestVertices, meshBaseRadius, heightData);
            CreateElevatedMesh(ChildLocation.SouthWest, southWestVertices, meshBaseRadius, heightData);
            CreateElevatedMesh(ChildLocation.NorthEast, northEastVertices, meshBaseRadius, heightData);
            CreateElevatedMesh(ChildLocation.SouthEast, southEastVertices, meshBaseRadius, heightData);

            BoundingBox 
= new BoundingBox((float)South, (float)North, (float)West, (float)East,
                (
float)layerRadius, (float)layerRadius + 10000 * this.verticalExaggeration);

            QuadTileSet.IsDownloadingElevation 
= false;

            
// Build common set of indexes for the 4 child meshes    
            int vertexCountElevatedPlus2 = vertexCountElevated / 2 + 2;
            vertexIndexes 
= new short[2 * vertexCountElevatedPlus2 * vertexCountElevatedPlus2 * 3];

            
int elevated_idx = 0;
            
for (int i = 0; i < vertexCountElevatedPlus2; i++)
            {
                
for (int j = 0; j < vertexCountElevatedPlus2; j++)
                {
                    vertexIndexes[elevated_idx
++= (short)(i * vertexCountElevatedPlus3 + j);
                    vertexIndexes[elevated_idx
++= (short)((i + 1* vertexCountElevatedPlus3 + j);
                    vertexIndexes[elevated_idx
++= (short)(i * vertexCountElevatedPlus3 + j + 1);

                    vertexIndexes[elevated_idx
++= (short)(i * vertexCountElevatedPlus3 + j + 1);
                    vertexIndexes[elevated_idx
++= (short)((i + 1* vertexCountElevatedPlus3 + j);
                    vertexIndexes[elevated_idx
++= (short)((i + 1* vertexCountElevatedPlus3 + j + 1);
                }
            }

            calculate_normals(
ref northWestVertices, vertexIndexes);
            calculate_normals(
ref southWestVertices, vertexIndexes);
            calculate_normals(
ref northEastVertices, vertexIndexes);
            calculate_normals(
ref southEastVertices, vertexIndexes);

            isDownloadingTerrain 
= false;
        }

 596行TerrainTile tile = QuadTileSet.World.TerrainAccessor.GetElevationArray(North + degreePerSample, South - degreePerSample, West - degreePerSample, East + degreePerSample, vertexCountElevated + 3);
获取样本点的高程值数组。

使用了TerrainAccessor.cs类120行代码

  public virtual TerrainTile GetElevationArray(double north, double south, double west, double east, int samples)
  {
   TerrainTile res 
= null;
   res 
= new TerrainTile(null);
   res.North 
= north;
   res.South 
= south;
   res.West 
= west;
   res.East 
= east;
   res.SamplesPerTile 
= samples;
   res.IsInitialized 
= true;
   res.IsValid 
= true;

   
double latrange = Math.Abs(north - south);
   
double lonrange = Math.Abs(east - west);

   
float[,] data = new float[samples,samples];
   
float scaleFactor = (float)1/(samples - 1);
   
for(int x = 0; x < samples; x++)
   {
    
for(int y = 0; y < samples; y++)
    {
     
double curLat = north - scaleFactor * latrange * x;
     
double curLon = west + scaleFactor * lonrange * y;
    //关键,获取瓦片所有样本点的高程值
    
 data[x,y] = GetElevationAt(curLat, curLon, 0);
    }
   }
   res.ElevationData 
= data;
   
return res;
  }

 

 关键代码:data[x,y] = GetElevationAt(curLat, curLon, 0);

GetElevationAt();在TerrainAccessor.cs是抽象方法。真正实现是在TerrainAccessor的子类NltTerrainAccessor中重载实现的。
120行  public override float GetElevationAt(double latitude, double longitude)
  {
   return GetElevationAt(latitude, longitude, m_terrainTileService.SamplesPerTile / m_terrainTileService.LevelZeroTileSizeDegrees);
  }

 

TerrainAccessor对象哪里来的(即:在哪完成初始化和传入的?)

 ConfigurationLoader.cs的Load()方法的97行代码:

TerrainAccessor[] terrainAccessor = getTerrainAccessorsFromXPathNodeIterator(worldIter.Current.Select("TerrainAccessor"),
                        System.IO.Path.Combine(cache.CacheDirectory, worldName));

                    World newWorld = new World(
                        worldName,
                        new Microsoft.DirectX.Vector3(0, 0, 0),
                        new Microsoft.DirectX.Quaternion(0, 0, 0, 0),
                        equatorialRadius,
                        cache.CacheDirectory,
                        (terrainAccessor != null ? terrainAccessor[0] : null)//TODO: Oops, World should be able to handle an array of terrainAccessors
                        );

然后通过World对象传入到QuadTileSet类中的。

 我们看看getTerrainAccessorsFromXPathNodeIterator方法如何完成完成TerrainAccessor对象。
注意:该方法返回值为TerrainAccessor[],是个数组,为什么呢??(请关注我下一篇文章)

2078行

getTerrainAccessorsFromXPathNodeIterator(XPathNodeIterator iter, string cacheDirectory)代码
private static TerrainAccessor[] getTerrainAccessorsFromXPathNodeIterator(XPathNodeIterator iter, string cacheDirectory)
        {
        System.Collections.ArrayList terrainAccessorList 
= new System.Collections.ArrayList();
        //下面是读取DEM配置XML,并根据配置信息创建TerrainTileService对象和TerrainAccessor对象
            while(iter.MoveNext())
            {
                
string terrainAccessorName = iter.Current.GetAttribute("Name""");
                
if(terrainAccessorName == null)
                {
                    
// TODO: Throw exception?
                    continue;
                }
                XPathNodeIterator latLonBoxIter 
= iter.Current.Select("LatLonBoundingBox");
                
if(latLonBoxIter.Count != 1)
                {
                    
// TODO: Throw exception?
                    continue;
                }
                
double north = 0;
                
double south = 0;
                
double west = 0;
                
double east = 0;

                latLonBoxIter.MoveNext();

                north 
= ParseDouble(getInnerTextFromFirstChild(latLonBoxIter.Current.Select("North")));
                south 
= ParseDouble(getInnerTextFromFirstChild(latLonBoxIter.Current.Select("South")));
                west 
= ParseDouble(getInnerTextFromFirstChild(latLonBoxIter.Current.Select("West")));
                east 
= ParseDouble(getInnerTextFromFirstChild(latLonBoxIter.Current.Select("East")));
                

                TerrainAccessor[] higerResolutionSubsets 
= getTerrainAccessorsFromXPathNodeIterator(
                    iter.Current.Select(
"HigherResolutionSubsets"),
                    Path.Combine(cacheDirectory, terrainAccessorName));

                XPathNodeIterator tileServiceIter 
= iter.Current.Select("TerrainTileService");
                
if(tileServiceIter.Count == 1)
                {
                    
string serverUrl = null;
                    
string dataSetName = null;
                    
double levelZeroTileSizeDegrees = double.NaN;
                    
uint numberLevels = 0;
                    
uint samplesPerTile = 0;
                    
string dataFormat = null;
                    
string fileExtension = null;
                    
string compressionType = null;

                    tileServiceIter.MoveNext();
                    
                    serverUrl 
= getInnerTextFromFirstChild(tileServiceIter.Current.Select("ServerUrl"));
                    dataSetName 
= getInnerTextFromFirstChild(tileServiceIter.Current.Select("DataSetName"));
                    levelZeroTileSizeDegrees 
= ParseDouble(getInnerTextFromFirstChild(tileServiceIter.Current.Select("LevelZeroTileSizeDegrees")));
                    numberLevels 
= uint.Parse(getInnerTextFromFirstChild(tileServiceIter.Current.Select("NumberLevels")));
                    samplesPerTile 
= uint.Parse(getInnerTextFromFirstChild(tileServiceIter.Current.Select("SamplesPerTile")));
                    dataFormat 
= getInnerTextFromFirstChild(tileServiceIter.Current.Select("DataFormat"));
                    fileExtension 
= getInnerTextFromFirstChild(tileServiceIter.Current.Select("FileExtension"));
                    compressionType 
= getInnerTextFromFirstChild(tileServiceIter.Current.Select("CompressonType"));
            
//根据配置信息创建TerrainTileService对象和TerrainAccessor对象
                    TerrainTileService tts 
= new TerrainTileService(
                        serverUrl,
                        dataSetName,
                        levelZeroTileSizeDegrees,
                        (
int)samplesPerTile,
                        fileExtension,
                        (
int)numberLevels,
                        Path.Combine(cacheDirectory, terrainAccessorName),
                        World.Settings.TerrainTileRetryInterval,
                        dataFormat);

                    TerrainAccessor newTerrainAccessor 
= new NltTerrainAccessor(
                        terrainAccessorName,
                        west,
                        south,
                        east,
                        north,
                        tts,
                        higerResolutionSubsets);

                    terrainAccessorList.Add(newTerrainAccessor);
                }
                
//TODO: Add Floating point terrain Accessor code
                
//TODO: Add WMSAccessor code and make it work in TerrainAccessor (which it currently doesn't)
            }

            
if(terrainAccessorList.Count > 0)
            {
                
return (TerrainAccessor[])terrainAccessorList.ToArray(typeof(TerrainAccessor));
            }
            
else
            {
                
return null;
            }
        }

 

再来看看DEM的配置在哪里和XML内容吧
路径:
C:\Program Files\NASA\World Wind 1.4\Config\Earth.xml
配置内容:

?xml version="1.0" encoding="UTF-8"?>
<World Name="Earth" EquatorialRadius="6378137.0" LayerDirectory="Earth" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="WorldXmlDescriptor.xsd">
    
<TerrainAccessor Name="SRTM">    //黄色之间的XML就是一个TerrainAccessor配置
        
<TerrainTileService>
            
<ServerUrl>http://worldwind25.arc.nasa.gov/wwelevation/wwelevation.aspx</ServerUrl>
            
<DataSetName>srtm30pluszip</DataSetName>
            
<LevelZeroTileSizeDegrees>20.0</LevelZeroTileSizeDegrees>
            
<NumberLevels>12</NumberLevels>
            
<SamplesPerTile>150</SamplesPerTile>
            
<DataFormat>Int16</DataFormat>
            
<FileExtension>bil</FileExtension>
            
<CompressonType>zip</CompressonType>
        
</TerrainTileService>
        
<LatLonBoundingBox>
            
<North>
                
<Value>90.0</Value>
            
</North>
            
<South>
                
<Value>-90.0</Value>
            
</South>
            
<West>
                
<Value>-180.0</Value>
            
</West>
            
<East>
                
<Value>180.0</Value>
            
</East>
        
</LatLonBoundingBox>
    
</TerrainAccessor>
</World>

 

 


接着上面的讲NltTerrainAccessor类76行代码GetElevationAt(double latitude, double longitude, double targetSamplesPerDegree)方法。

获取特定点的高程值
    /// <summary>
        
/// Get terrain elevation at specified location.  
        
/// </summary>
        
/// <param name="latitude">Latitude in decimal degrees.</param>
        
/// <param name="longitude">Longitude in decimal degrees.</param>
        
/// <param name="targetSamplesPerDegree"></param>
        
/// <returns>Returns 0 if the tile is not available on disk.</returns>
        public override float GetElevationAt(double latitude, double longitude, double targetSamplesPerDegree)
        {
            
try
            {
                
if (m_terrainTileService == null || targetSamplesPerDegree < World.Settings.MinSamplesPerDegree)
                    
return 0;

                
if (m_higherResolutionSubsets != null)
                {
                    
foreach (TerrainAccessor higherResSub in m_higherResolutionSubsets)
                    {
                        
if (latitude > higherResSub.South && latitude < higherResSub.North &&
                            longitude 
> higherResSub.West && longitude < higherResSub.East)
                        {
                            
return higherResSub.GetElevationAt(latitude, longitude, targetSamplesPerDegree);
                        }
                    }
                }
               //自己可以看看如何完成TerrainTile的初始化构建的
                TerrainTile tt 
= m_terrainTileService.GetTerrainTile(latitude, longitude, targetSamplesPerDegree);
                TerrainTileCacheEntry ttce 
= (TerrainTileCacheEntry)m_tileCache[tt.TerrainTileFilePath];
                
if (ttce == null)
                {
                    ttce 
= new TerrainTileCacheEntry(tt);
                    AddToCache(ttce);
                }

                
if (!ttce.TerrainTile.IsInitialized)
                    ttce.TerrainTile.Initialize();
                ttce.LastAccess 
= DateTime.Now;
               //获取高程值
                return ttce.TerrainTile.GetElevationAt(latitude, longitude);
            }
            
catch (Exception)
            {
            }
            
return 0;
        }

 

 上面获取高程值的关键:TerrainTile类的330行的GetElevationAt(double latitude, double longitude)方法

    public float GetElevationAt(double latitude, double longitude)
        {
            
try
            {
                
double deltaLat = North - latitude;
                
double deltaLon = longitude - West;
//TileSizeDegrees为当前级别下瓦片的度数大小
//计算方法:158行tile.TileSizeDegrees = m_levelZeroTileSizeDegrees * Math.Pow(0.5, tile.TargetLevel);
//注意思考:SamplesPerTile-1为什么是减去1?传进来的SamplesPerTile=43而不是44?
//如果传入的是44,这里应该减2
                
double df2 = (SamplesPerTile-1/ TileSizeDegrees;
                
float lat_pixel = (float)(deltaLat * df2);
                
float lon_pixel = (float)(deltaLon * df2);
                //这里是将点,近似成包含点的最小正方形(经纬度取整)
                
int lat_min = (int)lat_pixel;
                
int lat_max = (int)Math.Ceiling(lat_pixel);
                
int lon_min = (int)lon_pixel;
                
int lon_max = (int)Math.Ceiling(lon_pixel);

                
if(lat_min >= SamplesPerTile)
                    lat_min 
= SamplesPerTile - 1;
                
if(lat_max >= SamplesPerTile)
                    lat_max 
= SamplesPerTile - 1;
                
if(lon_min >= SamplesPerTile)
                    lon_min 
= SamplesPerTile - 1;
                
if(lon_max >= SamplesPerTile)
                    lon_max 
= SamplesPerTile - 1;

                
if(lat_min < 0)
                    lat_min 
= 0;
                
if(lat_max < 0)
                    lat_max 
= 0;
                
if(lon_min < 0)
                    lon_min 
= 0;
                
if(lon_max < 0)
                    lon_max 
= 0;

                
float delta = lat_pixel - lat_min;
                //根据外矩形四顶点的经纬度分别插值计算中间线的高程
                
float westElevation = 
                    
ElevationData[lon_min, lat_min]*(1-delta) + 
                    
ElevationData[lon_min, lat_max]*delta;
            
                
float eastElevation = 
                    ElevationData[lon_max, lat_min]
*(1-delta) + 
                    ElevationData[lon_max, lat_max]
*delta;
            //利用插值计算点的高程值
                delta 
= lon_pixel - lon_min;
                
float interpolatedElevation = 
                    westElevation*(1-delta) + 
                    eastElevation*delta;

                
return interpolatedElevation;
            }
            
catch
            {
            }
            
return 0;
        }

 

public float[,] ElevationData就是存放当前瓦片所有样本点高程值的数值。这是通过Initialize()中读取DEM(.bil)文件来获取的。

读取BIL文件高程数据
        /// <summary>
        
/// This method initializes the terrain tile add switches to
        
/// Initialize floating point/int 16 tiles
        
/// </summary>
        public void Initialize()
        {
            
if(IsInitialized)
                
return;

            
if(!File.Exists(TerrainTileFilePath))
            {
                
// Download elevation
                if(request==null)
                {
                    
using( request = new TerrainDownloadRequest(this, m_owner, Row, Col, TargetLevel) )
                    {
                        request.SaveFilePath 
= TerrainTileFilePath;
                        request.DownloadInForeground();
                    }
                }
            }

            
if(ElevationData==null)
                ElevationData 
= new float[SamplesPerTile, SamplesPerTile];

            
if(File.Exists(TerrainTileFilePath))
            {
                
// Load elevation file
                try
                {
                    
// TerrainDownloadRequest's FlagBadTile() creates empty files
                    
// as a way to flag "bad" terrain tiles.
                    
// Remove the empty 'flag' files after preset time.
                    try
                    {
                        FileInfo tileInfo 
= new FileInfo(TerrainTileFilePath);
                        
if(tileInfo.Length == 0)
                        {
                            TimeSpan age 
= DateTime.Now.Subtract( tileInfo.LastWriteTime );
                            
if(age < m_owner.TerrainTileRetryInterval)
                            {
                                
// This tile is still flagged bad
                                IsInitialized = true;
                            }
                            
else
                            {
                                
// remove the empty 'flag' file
                                File.Delete(TerrainTileFilePath);
                            }
                            
return;
                        }
                    }
                    
catch
                    {
                        
// Ignore any errors in the above block, and continue.
                        
// For example, if someone had the empty 'flag' file
                        
// open, the delete would fail.
                    }
    //读取BIL文件数据的关键代码,可以被我们借鉴使用
                    using( Stream s = File.OpenRead(TerrainTileFilePath))
                    {
                        BinaryReader reader = new BinaryReader(s);
                        
if(m_owner.DataType=="Int16")
                        {

                            
for(int y = 0; y < SamplesPerTile; y++)
                                
for(int x = 0; x < SamplesPerTile; x++)
                                    ElevationData[x,y] = reader.ReadInt16();
                        }
                        
if(m_owner.DataType=="Float32")
                        {
                            
for(int y = 0; y < SamplesPerTile; y++)
                                
for(int x = 0; x < SamplesPerTile; x++)
                                {
                                    ElevationData[x,y] = reader.ReadSingle();
                                }
                        }
                        IsInitialized 
= true;
                        IsValid 
= true;
                    }
                    
return;
                }
                
catch(IOException)
                {
                    
// If there is an IO exception when reading the terrain tile,
                    
// then either something is wrong with the file, or with
                    
// access to the file, so try and remove it.
                    try
                    {
                        File.Delete(TerrainTileFilePath);
                    }
                    
catch(Exception ex)
                    {
                        
throw new ApplicationException(String.Format("Error while trying to delete corrupt terrain tile {0}", TerrainTileFilePath), ex);
                    }
                }
                
catch(Exception ex)
                {
                    
// Some other type of error when reading the terrain tile.
                    throw new ApplicationException(String.Format("Error while trying to read terrain tile {0}", TerrainTileFilePath), ex);
                }
            }
        }

 

另注:SRTM的高程数据存放路径如下图:(DEM跟影像也是分级存放的,存放方式一致)


 至此,如何加载DEM数据创建网格的过程已经分析完了。

接下来,继续分析QuadTile.cs中CreateElevatedMesh()和Render方法,内容主要是DirectX编程,稍后添加……

 

posted on 2010-01-01 20:23  无痕客  阅读(9645)  评论(4编辑  收藏  举报