Nasa支持的WorldWind项目最近推出了1.4RC5版,可以加入三维模型,效果如下图所示:
WW1.4对XML配置文件增加了许多新的元素,其中ModelFeature就是用来增加三维模型的,如下所示:
本来在LayerSet.xsd中应该对其进行描术,不过我下载的最新版本中该文件还没有更新,所以在VS2005里对这个XML文件进行编辑时会提示找不到ModelFeature这个元素,不用管它,打开源代码在WorldWind项目里的ConfigurationLoader单元,找到getRenderableFromLayerFile函数,有这样一段代码:
从这可以看出,源程序已经对ModelFeature提供了支持,而在addModelFeature函数中可以找到所有ModelFeature 的子元素,如“Name”、“Latitude”“Longitude”等。
根据这些,我们只要生成一个XML文件放到相应模型(如Earth)的配置文件目录,就可以显示自己的三维模型啦!
我做了一个例子,下载后,解压到WorldWind1.4的安装目录(如:D:\Program Files\NASA\World Wind 1.4 ),重新启动程序在图层管理里可以看到一个新的层,如下图所示:
再用菜单Edit->Place Finder跳转到相应的坐标就可以看到自己的模型了,如下图所示:
例子下载地址:https://files.cnblogs.com/reonlyrun/ClarkTest.rar
WW1.4对XML配置文件增加了许多新的元素,其中ModelFeature就是用来增加三维模型的,如下所示:
<?xml version="1.0" encoding="utf-8"?>
<LayerSet Name="Clart Test" ShowOnlyOneLayer="false" ShowAtStartup="true" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="LayerSet.xsd">
<ModelFeature ShowAtStartup="true">
<Name>Tiny1</Name>
<DistanceAboveSurface>160.0</DistanceAboveSurface>
<Latitude>
<Value>39.93</Value>
</Latitude>
<Longitude>
<Value>116.400002</Value>
</Longitude>
<ScaleFactor>2</ScaleFactor>
<MeshFilePath>Data\Model\tiny.x</MeshFilePath>
<Orientation>
<RotationX>0.0</RotationX>
<RotationY>90.0</RotationY>
<RotationZ>90.0</RotationZ>
</Orientation>
<MaxViewRange>10000.0</MaxViewRange>
<MinViewRange>10</MinViewRange>
</ModelFeature>
<ModelFeature ShowAtStartup="true">
<Name>Tiny2</Name>
<DistanceAboveSurface>160.0</DistanceAboveSurface>
<Latitude>
<Value>39.93</Value>
</Latitude>
<Longitude>
<Value>116.410002</Value>
</Longitude>
<ScaleFactor>2</ScaleFactor>
<MeshFilePath>Data\Model\tiny.x</MeshFilePath>
<Orientation>
<RotationX>0.0</RotationX>
<RotationY>-90.0</RotationY>
<RotationZ>90.0</RotationZ>
</Orientation>
<MaxViewRange>10000.0</MaxViewRange>
<MinViewRange>10</MinViewRange>
</ModelFeature>
</LayerSet>
<LayerSet Name="Clart Test" ShowOnlyOneLayer="false" ShowAtStartup="true" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="LayerSet.xsd">
<ModelFeature ShowAtStartup="true">
<Name>Tiny1</Name>
<DistanceAboveSurface>160.0</DistanceAboveSurface>
<Latitude>
<Value>39.93</Value>
</Latitude>
<Longitude>
<Value>116.400002</Value>
</Longitude>
<ScaleFactor>2</ScaleFactor>
<MeshFilePath>Data\Model\tiny.x</MeshFilePath>
<Orientation>
<RotationX>0.0</RotationX>
<RotationY>90.0</RotationY>
<RotationZ>90.0</RotationZ>
</Orientation>
<MaxViewRange>10000.0</MaxViewRange>
<MinViewRange>10</MinViewRange>
</ModelFeature>
<ModelFeature ShowAtStartup="true">
<Name>Tiny2</Name>
<DistanceAboveSurface>160.0</DistanceAboveSurface>
<Latitude>
<Value>39.93</Value>
</Latitude>
<Longitude>
<Value>116.410002</Value>
</Longitude>
<ScaleFactor>2</ScaleFactor>
<MeshFilePath>Data\Model\tiny.x</MeshFilePath>
<Orientation>
<RotationX>0.0</RotationX>
<RotationY>-90.0</RotationY>
<RotationZ>90.0</RotationZ>
</Orientation>
<MaxViewRange>10000.0</MaxViewRange>
<MinViewRange>10</MinViewRange>
</ModelFeature>
</LayerSet>
本来在LayerSet.xsd中应该对其进行描术,不过我下载的最新版本中该文件还没有更新,所以在VS2005里对这个XML文件进行编辑时会提示找不到ModelFeature这个元素,不用管它,打开源代码在WorldWind项目里的ConfigurationLoader单元,找到getRenderableFromLayerFile函数,有这样一段代码:
addImageLayersFromXPathNodeIterator(iter.Current.Select("ImageLayer"), parentWorld, parentRenderable);
addQuadTileLayersFromXPathNodeIterator(iter.Current.Select("QuadTileSet"), parentWorld, parentRenderable, cache);
addPathList(iter.Current.Select("PathList"), parentWorld, parentRenderable);
addPolygonFeature(iter.Current.Select("PolygonFeature"), parentWorld, parentRenderable);
addLineFeature(iter.Current.Select("LineFeature"), parentWorld, parentRenderable);
addModelFeature(iter.Current.Select("ModelFeature"), parentWorld, parentRenderable);
addWater(iter.Current.Select("Water"), parentWorld, parentRenderable);
addTiledPlacenameSet(iter.Current.Select("TiledPlacenameSet"), parentWorld, parentRenderable);
addTiledWFSPlacenameSet(iter.Current.Select("TiledWFSPlacenameSet"), parentWorld, parentRenderable);
addIcon(iter.Current.Select("Icon"), parentWorld, parentRenderable, cache);
addScreenOverlays(iter.Current.Select("ScreenOverlay"), parentWorld, parentRenderable, cache);
addChildLayerSet(iter.Current.Select("ChildLayerSet"), parentWorld, parentRenderable, cache);
addExtendedInformation(iter.Current.Select("ExtendedInformation"), parentRenderable);
addQuadTileLayersFromXPathNodeIterator(iter.Current.Select("QuadTileSet"), parentWorld, parentRenderable, cache);
addPathList(iter.Current.Select("PathList"), parentWorld, parentRenderable);
addPolygonFeature(iter.Current.Select("PolygonFeature"), parentWorld, parentRenderable);
addLineFeature(iter.Current.Select("LineFeature"), parentWorld, parentRenderable);
addModelFeature(iter.Current.Select("ModelFeature"), parentWorld, parentRenderable);
addWater(iter.Current.Select("Water"), parentWorld, parentRenderable);
addTiledPlacenameSet(iter.Current.Select("TiledPlacenameSet"), parentWorld, parentRenderable);
addTiledWFSPlacenameSet(iter.Current.Select("TiledWFSPlacenameSet"), parentWorld, parentRenderable);
addIcon(iter.Current.Select("Icon"), parentWorld, parentRenderable, cache);
addScreenOverlays(iter.Current.Select("ScreenOverlay"), parentWorld, parentRenderable, cache);
addChildLayerSet(iter.Current.Select("ChildLayerSet"), parentWorld, parentRenderable, cache);
addExtendedInformation(iter.Current.Select("ExtendedInformation"), parentRenderable);
从这可以看出,源程序已经对ModelFeature提供了支持,而在addModelFeature函数中可以找到所有ModelFeature 的子元素,如“Name”、“Latitude”“Longitude”等。
private static void addModelFeature(XPathNodeIterator iter, World parentWorld, RenderableObjectList parentRenderable)
{
if (iter.Count > 0)
{
while (iter.MoveNext())
{
string name = getInnerTextFromFirstChild(iter.Current.Select("Name"));
string refreshurl = getInnerTextFromFirstChild(iter.Current.Select("RefreshURL"));
float lat = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.Select("Latitude")));
float lon = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.Select("Longitude")));
float alt = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.Select("DistanceAboveSurface")));
float scaleFactor = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.Select("ScaleFactor")));
string meshFilePath = getInnerTextFromFirstChild(iter.Current.Select("MeshFilePath"));
float rotX = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.SelectSingleNode("Orientation")
.Select("RotationX")));
float rotY = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.SelectSingleNode("Orientation")
.Select("RotationY")));
float rotZ = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.SelectSingleNode("Orientation")
.Select("RotationZ")));
ModelFeature model = new ModelFeature(name, parentWorld
, meshFilePath, lat, lon, alt,scaleFactor,rotX,rotY,rotZ);
model.RefreshURL = refreshurl;
parentRenderable.Add(model);
}
}
}
{
if (iter.Count > 0)
{
while (iter.MoveNext())
{
string name = getInnerTextFromFirstChild(iter.Current.Select("Name"));
string refreshurl = getInnerTextFromFirstChild(iter.Current.Select("RefreshURL"));
float lat = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.Select("Latitude")));
float lon = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.Select("Longitude")));
float alt = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.Select("DistanceAboveSurface")));
float scaleFactor = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.Select("ScaleFactor")));
string meshFilePath = getInnerTextFromFirstChild(iter.Current.Select("MeshFilePath"));
float rotX = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.SelectSingleNode("Orientation")
.Select("RotationX")));
float rotY = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.SelectSingleNode("Orientation")
.Select("RotationY")));
float rotZ = Convert.ToSingle(getInnerTextFromFirstChild(iter.Current.SelectSingleNode("Orientation")
.Select("RotationZ")));
ModelFeature model = new ModelFeature(name, parentWorld
, meshFilePath, lat, lon, alt,scaleFactor,rotX,rotY,rotZ);
model.RefreshURL = refreshurl;
parentRenderable.Add(model);
}
}
}
根据这些,我们只要生成一个XML文件放到相应模型(如Earth)的配置文件目录,就可以显示自己的三维模型啦!
我做了一个例子,下载后,解压到WorldWind1.4的安装目录(如:D:\Program Files\NASA\World Wind 1.4 ),重新启动程序在图层管理里可以看到一个新的层,如下图所示:
再用菜单Edit->Place Finder跳转到相应的坐标就可以看到自己的模型了,如下图所示:
例子下载地址:https://files.cnblogs.com/reonlyrun/ClarkTest.rar