• [WorldWind学习]6.World类


    public class World : RenderableObject

    World对象是WW中最重要的对象,他包含了一个渲染对象的集合,同时他自身也是一个渲染对象。

    重载的Render方法:

     1  public override void Render(DrawArgs drawArgs)
     2         {
     3             try
     4             {
     5 
     6                 if (m_WorldSurfaceRenderer != null && World.Settings.UseWorldSurfaceRenderer)
     7                 {
     8                     m_WorldSurfaceRenderer.RenderSurfaceImages(drawArgs);
     9                 }
    10 
    11                 //  Old method -- problems with RenderPriority sorting
    12                 //    RenderableObjects.Render(drawArgs);
    13 
    14                 RenderStars(drawArgs, RenderableObjects);
    15 
    16                 if (drawArgs.CurrentWorld.IsEarth && World.Settings.EnableAtmosphericScattering)
    17                 {
    18                     float aspectRatio = (float)drawArgs.WorldCamera.Viewport.Width / drawArgs.WorldCamera.Viewport.Height;
    19                     float zNear = (float)drawArgs.WorldCamera.Altitude * 0.1f;
    20                     double distToCenterOfPlanet = (drawArgs.WorldCamera.Altitude + equatorialRadius);
    21                     double tangentalDistance = Math.Sqrt(distToCenterOfPlanet * distToCenterOfPlanet - equatorialRadius * equatorialRadius);
    22                     double amosphereThickness = Math.Sqrt(m_outerSphere.m_radius * m_outerSphere.m_radius + equatorialRadius * equatorialRadius);
    23                     Matrix proj = drawArgs.device.Transform.Projection;
    24                     drawArgs.device.Transform.Projection = Matrix.PerspectiveFovRH((float)drawArgs.WorldCamera.Fov.Radians, aspectRatio, zNear, (float)(tangentalDistance + amosphereThickness));
    25                     drawArgs.device.RenderState.ZBufferEnable = false;
    26                     drawArgs.device.RenderState.CullMode = Cull.CounterClockwise;
    27                     m_outerSphere.Render(drawArgs);
    28                     drawArgs.device.RenderState.CullMode = Cull.Clockwise;
    29                     drawArgs.device.RenderState.ZBufferEnable = true;
    30 
    31                     drawArgs.device.Transform.Projection = proj;
    32                 }
    33 
    34                 if (World.Settings.EnableSunShading)
    35                     RenderSun(drawArgs);
    36 
    37                 //render SurfaceImages
    38                 Render(RenderableObjects, WorldWind.Renderable.RenderPriority.TerrainMappedImages, drawArgs);
    39 
    40                 if (m_projectedVectorRenderer != null)
    41                     m_projectedVectorRenderer.Render(drawArgs);
    42 
    43                 //render AtmosphericImages
    44                 Render(RenderableObjects, WorldWind.Renderable.RenderPriority.AtmosphericImages, drawArgs);
    45 
    46                 //render LinePaths
    47                 Render(RenderableObjects, WorldWind.Renderable.RenderPriority.LinePaths, drawArgs);
    48 
    49                 //render Placenames
    50                 Render(RenderableObjects, WorldWind.Renderable.RenderPriority.Placenames, drawArgs);
    51 
    52                 //render Icons
    53                 Render(RenderableObjects, WorldWind.Renderable.RenderPriority.Icons, drawArgs);
    54 
    55                 //render Custom
    56                 Render(RenderableObjects, WorldWind.Renderable.RenderPriority.Custom, drawArgs);
    57 
    58                 if (Settings.showPlanetAxis)
    59                     this.DrawAxis(drawArgs);
    60             }
    61             catch (Exception ex)
    62             {
    63                 Log.Write(ex);
    64             }
    65         }

    其中多次调用的Render私有方法:

     1 private void Render(WorldWind.Renderable.RenderableObject renderable, WorldWind.Renderable.RenderPriority priority, DrawArgs drawArgs)
     2         {
     3             if (!renderable.IsOn || (renderable.Name != null && renderable.Name.Equals("Starfield")))
     4                 return;
     5 
     6             try
     7             {
     8                 if (priority == WorldWind.Renderable.RenderPriority.Icons && renderable is Icons)
     9                 {
    10                     renderable.Render(drawArgs);
    11                 }
    12                 else if (renderable is WorldWind.Renderable.RenderableObjectList)
    13                 {
    14                     WorldWind.Renderable.RenderableObjectList rol = (WorldWind.Renderable.RenderableObjectList)renderable;
    15                     for (int i = 0; i < rol.ChildObjects.Count; i++)
    16                     {
    17                         Render((WorldWind.Renderable.RenderableObject)rol.ChildObjects[i], priority, drawArgs);
    18                     }
    19                 }
    20                 // hack at the moment
    21                 else if (priority == WorldWind.Renderable.RenderPriority.TerrainMappedImages)
    22                 {
    23                     if (renderable.RenderPriority == WorldWind.Renderable.RenderPriority.SurfaceImages || renderable.RenderPriority == WorldWind.Renderable.RenderPriority.TerrainMappedImages)
    24                     {
    25                         renderable.Render(drawArgs);
    26                     }
    27                 }
    28                 else if (renderable.RenderPriority == priority)
    29                 {
    30                     renderable.Render(drawArgs);
    31                 }
    32             }
    33             catch (Exception ex)
    34             {
    35                 Log.Write(ex);
    36             }
    37         }

    重载的Update方法:

     1   public override void Update(DrawArgs drawArgs)
     2         {
     3             if (!this.isInitialized)
     4             {
     5                 this.Initialize(drawArgs);
     6             }
     7 
     8             if (this.RenderableObjects != null)
     9             {
    10                 this.RenderableObjects.Update(drawArgs);
    11             }
    12             if (this.m_WorldSurfaceRenderer != null)
    13             {
    14                 this.m_WorldSurfaceRenderer.Update(drawArgs);
    15             }
    16 
    17             if (this.m_projectedVectorRenderer != null)
    18             {
    19                 this.m_projectedVectorRenderer.Update(drawArgs);
    20             }
    21 
    22             if (this.TerrainAccessor != null)
    23             {
    24                 if (drawArgs.WorldCamera.Altitude < 300000)
    25                 {
    26                     if (System.DateTime.Now - this.lastElevationUpdate > TimeSpan.FromMilliseconds(500))
    27                     {
    28                         drawArgs.WorldCamera.TerrainElevation = (short)this.TerrainAccessor.GetElevationAt(drawArgs.WorldCamera.Latitude.Degrees, drawArgs.WorldCamera.Longitude.Degrees, 100.0 / drawArgs.WorldCamera.ViewRange.Degrees);
    29                         this.lastElevationUpdate = System.DateTime.Now;
    30                     }
    31                 }
    32                 else
    33                     drawArgs.WorldCamera.TerrainElevation = 0;
    34             }
    35             else
    36             {
    37                 drawArgs.WorldCamera.TerrainElevation = 0;
    38             }
    39 
    40             if (World.Settings.EnableAtmosphericScattering && m_outerSphere != null)
    41                 m_outerSphere.Update(drawArgs);
    42         }

    重载的PerformSelectionAction方法:

    1 public override bool PerformSelectionAction(DrawArgs drawArgs)
    2         {
    3             return this._renderableObjects.PerformSelectionAction(drawArgs);
    4         }

    文章未经说明均属原创,学习笔记可能有大段的引用,一般会注明参考文献。 欢迎大家留言交流,转载请注明出处。
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  • 原文地址:https://www.cnblogs.com/yhlx125/p/2986906.html
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