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GeezerVison is showing github.com — WorldWindJava/src/overview.html at develop · rychoo/WorldWindJava Expand file tree/ Copy pathoverview.htmlMore file actions 209 lines (168 loc) · 13.8 KB / Copy pathoverview.htmlFile metadata and controls209 lines (168 loc) · 13.8 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 <!-- $Id: overview.html 914 2012-11-28 02:21:56Z pabercrombie $ --> <html> <body> <p> WorldWind is a collection of components that interactively display 3D geographic information within Java applications. Applications use WorldWind by placing one or more {@link gov.nasa.worldwind.WorldWindow} components in their user interface. The WorldWind components are extensible. The API is defined primarily by interfaces, so components can be selectively replaced by alternative components.</p> <p> <code>WorldWindow</code> is an interface. Toolkit-specific implementations of the interface are provided for Swing/AWT and, in the future, SWT-Eclipse. See {@link gov.nasa.worldwind.awt.WorldWindowGLCanvas}.</p> <p> In addition to <code>WorldWindow</code>, there are five major WorldWind interfaces. They are:</p> <ul> <li>{@link gov.nasa.worldwind.globes.Globe} — represents a planet's shape and terrain.</li> <li>{@link gov.nasa.worldwind.layers.Layer} — applies imagery or information to a <code>Globe</code>.</li> <li>{@link gov.nasa.worldwind.Model} — aggregates a <code>Globe</code> and the <code>Layer</code>s to apply to it. </li> <li>{@link gov.nasa.worldwind.SceneController} — controls the rendering of a <code>Model</code>.</li> <li>{@link gov.nasa.worldwind.View} — interactively controls the user's view of the model.</li> </ul> <p> In typical usage, applications associate a <code>Globe</code> and several <code>Layer</code>s with a <code> Model</code> They then pass that model to a <code>SceneController</code> that displays the globe and its layers in a <code>WorldWindow</code>. The scene controller subsequently manages the display of the globe and its layers in conjunction with an interactive <code>View</code> that defines the user's view of the planet. </p> <p> The objects implementing the above interfaces may be those provided by WorldWind or those created by application developers. Objects implementing a particular interface may be used wherever that interface is called for. World Wind provides several <code>Globe</code> objects representing Earth, Mars and the Earth's moon, and provides basic implementations of <code>Model</code>, <code>SceneController</code> and <code>View</code>. </p> <p> Most of WorldWind's components are defined by interfaces. This allows application developers to create their own implementations and easily integrate them into WorldWind. </p> <h2>The <code>WorldWind</code> Class</h2> <p>TODO</p> <h2>Multiple WorldWind Windows</h2> <p>TODO</p> <h2>Data Retrieval</h2> <p> WorldWind works with enormous quantities of data and information, all of which exist primarily on remote data servers. Retrieval and local caching of that data is therefore a primary feature of WorldWind. The classes that implement retrieval are {@link gov.nasa.worldwind.retrieve.Retriever} and {@link gov.nasa.worldwind.retrieve.RetrievalService}. </p> <p> {@link gov.nasa.worldwind.retrieve.Retriever} encapsulates a single network retrieval request. It is an interface. The most commonly used concrete <code>Retriever</code> is {@link gov.nasa.worldwind.retrieve.HTTPRetriever}, which retrieves data via http. Retrievers are typically created by a {@link gov.nasa.worldwind.layers.Layer} to retrieve the data the layer displays, and by an {@link gov.nasa.worldwind.globes.ElevationModel} to retrieve elevation data. </p> <p> {@link gov.nasa.worldwind.retrieve.RetrievalService} manages a thread pool for retrieval tasks. Objects retrieve data by passing the retrieval service a <code>Retriever</code>. The service runs each retriever in an individual thread. Access to the retrieval service is through {@link gov.nasa.worldwind.WorldWind}, which holds a singleton instance. </p> <p> When a retriever's data arrives, the retrieval service calls the retriever's {@link gov.nasa.worldwind.retrieve.RetrievalPostProcessor}, which was specified to the retriever's constructor. The <code> RetrievalPostProcessor</code> is passed the data immediately upon download and determines how to persist it. Persistence and any processing prior to it is object specific. {@link gov.nasa.worldwind.layers.TiledImageLayer}, for instance, can convert non-DDS formats to DDS, or simply store the data as-is in the file cache. {@link gov.nasa.worldwind.terrain.BasicElevationModel} just persists the raw data. The post processor runs in the same thread as the retriever, which is neither the event-dispatching (UI) thread nor the rendering thread, but the one created by the retrieval service for that retriever. </p> <p> Data that has been previously retrieved or is otherwise local (on disk) is brought into memory in a thread separate from the event-dispatching thread or the rendering thread. One of the WorldWind conventions is that no code may access the computer's disk in any way during rendering. Therefore loading the data from disk is dispatched to another thread pool, the {@link gov.nasa.worldwind.util.ThreadedTaskService}. This service has a similar interface to RetrievalService. Tasks it runs typically read the data from disk and add it to the global memory cache (described below). </p> <p> One consequence of the disk-access restriction is that <em>determining</em> whether needed data is on disk and can be loaded directly, or is not local and therefore must be retrieved, must not be done in the rendering thread. (A disk access is necessary to determine whether the data exists locally.) Objects that load data therefore follow the convention of first checking the memory cache for the desired data, and if it's not there create a {@link java.lang.Runnable} to determine in a separate thread where the data must be drawn from, disk or network. If it's on the disk then the task can simply read it and cache it right away. If it's remote then the task creates a <code> Retriever</code> and requests retrieval. Later, after retrieval has placed the data on disk, the situation will be the local case and data can be loaded into memory within the <code>Runnable</code>. </p> <h2>Memory Cache</h2> <p>So that data can be shared among caching objects, most cached data used within WorldWind is cached in a {@link gov.nasa.worldwind.cache.MemoryCache}. <code>MemoryCache</code> enable cached data to be shared among all WorldWindWindow instantiations in an application. Thus two Earth globes each displayed in a separate window will share any image or elevation tiles that they are using simultaneously. The same would be true of any place name collections. The constraint this imposes is that cached data that is to be shared must base <code>equals()</code> and <code>hashCode()</code> on fields that are not instance specific to the caching object.</p> <h2>File Cache</h2> <p>All data persisted to or drawn from the local computer is done so by the {@link gov.nasa.worldwind.cache.FileStore} No object manages its own storage. The file cache cache manages multiple disk storage locations and unifies access to them. The file cache is a singleton, accessible through the <code>WorldWind</code> singleton.</p> <h2>Picking and Selection</h2> <p>WorldWind can determine the displayed objects at a given screen position in a <code>WorldWindow</code>. When the application wants to know what's displayed at a particular point, say the cursor position, it calls a method on <code>WorldWindow</code> that accepts the point and returns a description of what's drawn there. In general the application specifies a pick region rather than a single point, with the region a few pixels wide and high and centered on the point. This provides a pick tolerance and allows the user to indicate something close to but not exactly at the screen position. Since several objects may intersect the pick region, descriptions of all these objects are returned to the application. Which of these objects are meaningful is determined by the application.</p> <p>WorldWind uses a method similar to drawing to detect objects in the pick region. During picking, the frame controller invokes each layer's {@link gov.nasa.worldwind.layers.AbstractLayer#doPick(DrawContext, java.awt.Point)}. As in drawing, the methods are invoked in turn, according to the layer's position in the model's layer list. During the call, each layer is responsible for determining which of its items, if any, are picked. Prior to traversing the layer list, the frame controller sets the current view's viewport to the pick region specified by the application. When a layer identifies an object that intersects that pick region, it adds a description of that object to the draw context's pick list. Once all layers are traversed, the list of picked items is returned to the application.</p> <p>It's typically not straightforward for a layer to determine which of its contents intersect a screen-space pick region. To do that usually requires transforming the screen point into model coordinates and determining intersection in that coordinate system. But depth values are ambiguous with only a two-dimensional screen point as input, complicating transformation to model coordinates, and geometric intersection determination can be very difficult and time consuming. To overcome this, WorldWind implements a widely used method of sampling the window's color buffer to detect intersection, and makes this method easy for layers to use.</p> <p>The method works as follows: The frame controller precedes a pick traversal by first setting the current view's viewport to the specified pick region and clearing the color buffer in that region. This clearing occurs in the window's back buffer and is therefore not visible to the user. During traversal, each layer draws itself not in its normal colors but in a set of colors that serve as pick identifiers. Since the result of pick traversal is never displayed, the specific colors used don't matter visually. Each individual pickable item within a layer is drawn with a unique color that makes the item individually identifiable in the color buffer. By reading the region of the color buffer corresponding to the pick region, the specific items intersecting the region can be determined. The layer performs this read and makes this determination after drawing its pickable items.</p> <p>Since one layer does not know how subsequently traversed layers might overwrite or otherwise affect it once drawn, items it determines have been picked could end up obscured by other layers. The items that intersect the pick region <em>and</em> are visible can be determined only after all layers are drawn. The frame controller therefore reads the final colors from the pick region of the color buffer and passes them to the list of picked items so that those items can compare their pick identifiers with the final colors and mark themselves as "on top." The application then receives the full list of picked items, with the truly visible ones marked as such.</p> <p>WorldWind provides utility classes to make it simple for layers to participate in this picking scheme. See {@link gov.nasa.worldwind.pick.PickSupport} </p> <h2>Use of Proxies</h2> <p>A proxy is set by calling {@link gov.nasa.worldwind.Configuration#setValue} for each of the following keys: <ul> <li>{@link gov.nasa.worldwind.avlist.AVKey#URL_PROXY_HOST} — indicates the proxy host address</li> <li>{@link gov.nasa.worldwind.avlist.AVKey#URL_PROXY_PORT} — indicates the port to use on that host</li> <li>{@link gov.nasa.worldwind.avlist.AVKey#URL_PROXY_TYPE} — One of the values defined by java.net.Proxy.Type </li> </ul> <p>After these values are set, all retrievals from the network will go through the specified proxy.</p> <h2>Offline Mode</h2> <p>WorldWind's use of the network can be disabled by calling {@link gov.nasa.worldwind.WorldWind#setOfflineMode}. Prior to attempting retrieval of a network resource — anything addressed by a URL — WorldWind checks the offline-mode setting and does not attempt retrieval if the value is true.</p> <h2><a id="path-types">Path Types</a></h2> <p>There is only one way to draw a straight line on a plane, but there are several ways to draw a straight line on the surface of a globe. Most shapes support the following path types:</p> <ul> <li>{@link gov.nasa.worldwind.avlist.AVKey#LINEAR} — A line interpolated by treating latitude and longitude as a rectangular grid. The result is a straight line in the <a href="http://mathworld.wolfram.com/EquirectangularProjection.html" target="_blank">Equirectangular</a> map projection. This type of path is not the shortest distance between points on a sphere, and does not follow a constant compass bearing. </li> <li>{@link gov.nasa.worldwind.avlist.AVKey#RHUMB_LINE} or {@link gov.nasa.worldwind.avlist.AVKey#LOXODROME} — A line of constant bearing. Such a path is a straight line in the <a href="http://mathworld.wolfram.com/MercatorProjection.html" target="_blank"> Mercator</a> map projection. This type of path is not the shortest distance between points on a sphere. </li> <li>{@link gov.nasa.worldwind.avlist.AVKey#GREAT_CIRCLE} — A line that follows <a href="http://mathworld.wolfram.com/GreatCircle.html" target="_blank">great circle</a> arc. This is the shortest path between two points on a sphere. </li> </ul> <p>Set the {@code pathType} attribute to change how the lines of a shape are drawn (for example, {@link gov.nasa.worldwind.render.Path#setPathType}). The {@link gov.nasa.worldwind.geom.LatLon} class provides utility methods to calculate points along each type of path.</p> </body> </html> |
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