• [WorldWind学习]14.ConfigurationLoader类


    ConfigurationLoader主要负责WW中各个图层的加载。

    首先看看安装目录Config文件夹下Earth.xml文件

    View Code
     1 <?xml version="1.0" encoding="UTF-8"?>
     2 <World Name="Earth" EquatorialRadius="6378137.0" LayerDirectory="Earth" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="WorldXmlDescriptor.xsd">
     3     <TerrainAccessor Name="SRTM">
     4         <TerrainTileService>
     5             <ServerUrl>http://worldwind25.arc.nasa.gov/wwelevation/wwelevation.aspx</ServerUrl>
     6             <DataSetName>srtm30pluszip</DataSetName>
     7             <LevelZeroTileSizeDegrees>20.0</LevelZeroTileSizeDegrees>
     8             <NumberLevels>12</NumberLevels>
     9             <SamplesPerTile>150</SamplesPerTile>
    10             <DataFormat>Int16</DataFormat>
    11             <FileExtension>bil</FileExtension>
    12             <CompressonType>zip</CompressonType>
    13         </TerrainTileService>
    14         <LatLonBoundingBox>
    15             <North>
    16                 <Value>90.0</Value>
    17             </North>
    18             <South>
    19                 <Value>-90.0</Value>
    20             </South>
    21             <West>
    22                 <Value>-180.0</Value>
    23             </West>
    24             <East>
    25                 <Value>180.0</Value>
    26             </East>
    27         </LatLonBoundingBox>
    28     </TerrainAccessor>
    29 </World>

    MainApplication构造函数中截取了如下代码:

     1 foreach (FileInfo worldXmlDescriptorFile in worldXmlDescriptorFiles)
     2                 {
     3                     try
     4                     {
     5                         Log.Write(Log.Levels.Debug+1, "CONF", "checking world " + worldXmlDescriptorFile.FullName + " ...");
     6                         World w = WorldWind.ConfigurationLoader.Load(worldXmlDescriptorFile.FullName, worldWindow.Cache);
     7                         if(!availableWorldList.Contains(w.Name))
     8                             this.availableWorldList.Add(w.Name, worldXmlDescriptorFile.FullName);
     9 
    10                         w.Dispose();
    11                         System.Windows.Forms.MenuItem mi = new System.Windows.Forms.MenuItem(w.Name, new System.EventHandler(OnWorldChange));
    12                         menuItemFile.MenuItems.Add(worldIndex, mi);
    13                         worldIndex++;
    14                     }
    15                     catch( Exception caught )
    16                     {
    17                         splashScreen.SetError( worldXmlDescriptorFile + ": " + caught.Message );
    18                         Log.Write(caught);
    19                     }
    20                 }
    21 
    22                 Log.Write(Log.Levels.Debug, "CONF", "loading startup world...");
    23                 OpenStartupWorld();

    首先验证世界是否存在列表中,接着就释放了w。

    OpenStartupWorld()方法体最后调用了OpenWorld( curWorldFile );

      1 /// <summary>
      2         /// Loads a new planet
      3         /// </summary>
      4         private void OpenWorld(string worldXmlFile)
      5         {
      6             
      7             if(this.worldWindow.CurrentWorld != null)
      8             {
      9                 try
     10                 {
     11                     this.worldWindow.ResetToolbar();
     12                 }
     13                 catch
     14                 {}
     15 
     16                 try
     17                 {
     18                     foreach(PluginInfo p in this.compiler.Plugins)
     19                     {
     20                         try
     21                         {
     22                             if(p.Plugin.IsLoaded)
     23                                 p.Plugin.Unload();
     24                         }
     25                         catch
     26                         {}
     27                     }
     28                 }
     29                 catch
     30                 {}
     31                 
     32                 try
     33                 {
     34                     this.worldWindow.CurrentWorld.Dispose();
     35                 }
     36                 catch
     37                 {}
     38                 
     39             }
     40 
     41 
     42             if(this.gotoDialog != null)
     43             {
     44                 this.gotoDialog.Dispose();
     45                 this.gotoDialog = null;
     46             }
     47 
     48             if(this.rapidFireModisManager != null)
     49             {
     50                 this.rapidFireModisManager.Dispose();
     51                 this.rapidFireModisManager = null;
     52             }
     53 
     54             if(this.animatedEarthMananger != null)
     55             {
     56                 this.animatedEarthMananger.Dispose();
     57                 this.animatedEarthMananger = null;
     58             }
     59 
     60             if(this.wmsBrowser != null)
     61             {
     62                 this.wmsBrowser.Dispose();
     63                 this.wmsBrowser = null;
     64             }
     65 
     66             //currentWorld = world;
     67 
     68         //    TerrainAccessor terrainAccessor = null;
     69         //    if(worldDescriptor.HasTerrainAccessor())
     70         //        terrainAccessor = this.getTerrainAccessorFromXML(worldDescriptor.TerrainAccessor);
     71 
     72             worldWindow.CurrentWorld = WorldWind.ConfigurationLoader.Load(worldXmlFile, worldWindow.Cache);
     73 
     74 
     75         /*    if(this.currentWorld.HasLayerDirectory())
     76             {
     77                 string dirPath = worldDescriptor.LayerDirectory.Value;
     78                 if(!Path.IsPathRooted(dirPath))
     79                     if (worldDescriptor.LayerDirectory.Value.IndexOf("//") < 0) // ?
     80                         dirPath = Path.Combine(  Settings.ConfigPath, dirPath );
     81 
     82                 ArrayList nodes = new ArrayList();
     83                 foreach (string layerSetFile in Directory.GetFiles( dirPath, "*.xml" ))
     84                 {
     85                     try
     86                     {
     87                         
     88                         LayerSet.LayerSetDoc curLayerSetDoc = new LayerSet.LayerSetDoc();
     89                         LayerSet.Type_LayerSet curLayerSet = new LayerSet.Type_LayerSet(curLayerSetDoc.Load(layerSetFile));
     90 
     91                         RenderableObject wwroi = getRenderableObjectListFromLayerSet(this.worldWindow.CurrentWorld, curLayerSet, layerSetFile);
     92                         world.RenderableObjects.Add( wwroi );
     93                     }
     94                     catch (Exception caught)
     95                     {
     96                         // Altova throws System.Exception
     97                         splashScreen.SetError(
     98                             String.Format(CultureInfo.CurrentCulture, "The file '{0}' is invalid: {1}",
     99                             Path.GetFileName(layerSetFile), caught.Message) );
    100                     }
    101                 }
    102 
    103                 this.layerTreeNodes = (TreeNode[])nodes.ToArray(typeof(TreeNode));
    104             }
    105 */
    106             
    107             this.splashScreen.SetText("Initializing menus...");
    108                 
    109             InitializePluginCompiler();
    110 
    111             foreach(RenderableObject worldRootObject in this.worldWindow.CurrentWorld.RenderableObjects.ChildObjects)
    112             {
    113                 this.AddLayerMenuButtons(this.worldWindow, worldRootObject);
    114             }
    115 
    116             this.AddInternalPluginMenuButtons();
    117 
    118             this.menuItemModisHotSpots.Enabled = worldWindow.CurrentWorld.IsEarth;
    119             this.menuItemAnimatedEarth.Enabled = worldWindow.CurrentWorld.IsEarth;
    120         
    121 
    122         }

    worldWindow.CurrentWorld = WorldWind.ConfigurationLoader.Load(worldXmlFile, worldWindow.Cache);
    真正加载世界。

    ConfigurationLoader的改造和使用方法:

     1 public static World Load(string filename, Cache cache)
     2         {
     3             Log.Write(Log.Levels.Debug, "CONF", "Loading " + filename);
     4 
     5             // get the World Wind Settings through reflection to avoid changing the signature of Load().
     6             Assembly a = Assembly.GetEntryAssembly();
     7             Type appType = a.GetType("WorldWind.MainApplication");
     8             System.Reflection.FieldInfo finfo = appType.GetField("Settings", BindingFlags.Static | BindingFlags.Public | BindingFlags.GetField);
     9             WorldWindSettings settings = finfo.GetValue(null) as WorldWindSettings;
    10 
    11             XmlReaderSettings readerSettings = new XmlReaderSettings();
    12 
    13             if (settings.ValidateXML)
    14             {
    15                 Log.Write(Log.Levels.Debug, "CONF", "validating " + filename + " against WorldXmlDescriptor.xsd and LayerSet.xsd");
    16                 readerSettings.ValidationType = ValidationType.Schema;
    17                 /* load the schema to validate against instead of hoping for an inline schema reference */
    18                 XmlSchemaSet schemas = new XmlSchemaSet();
    19                 schemas.Add(null, settings.ConfigPath + "/WorldXmlDescriptor.xsd");
    20                 schemas.Add(null, settings.ConfigPath + "/Earth/LayerSet.xsd");
    21 
    22 
    23                 readerSettings.Schemas = schemas;
    24                 readerSettings.ValidationEventHandler += new ValidationEventHandler(XMLValidationCallback);
    25                 readerSettings.ValidationFlags |= System.Xml.Schema.XmlSchemaValidationFlags.ReportValidationWarnings;
    26             }
    27             else
    28             {
    29                 Log.Write(Log.Levels.Debug, "CONF", "loading " + filename + " without validation");
    30                 readerSettings.ValidationType = ValidationType.None;
    31             }
    32 
    33             try
    34             {
    35                 XmlReader docReader = XmlReader.Create(filename, readerSettings);
    36                 XPathDocument docNav = new XPathDocument(docReader);
    37                 XPathNavigator nav = docNav.CreateNavigator();
    38 
    39                 XPathNodeIterator worldIter = nav.Select("/World[@Name]");
    40                 if (worldIter.Count > 0)
    41                 {
    42                     worldIter.MoveNext();
    43                     string worldName = worldIter.Current.GetAttribute("Name", "");
    44                     double equatorialRadius = ParseDouble(worldIter.Current.GetAttribute("EquatorialRadius", ""));
    45                     string layerDirectory = worldIter.Current.GetAttribute("LayerDirectory", "");
    46 
    47                     if (layerDirectory.IndexOf(":") < 0)
    48                     {
    49                         layerDirectory = Path.Combine(Path.GetDirectoryName(filename), layerDirectory);
    50                     }
    51 
    52                     TerrainAccessor[] terrainAccessor = getTerrainAccessorsFromXPathNodeIterator(worldIter.Current.Select("TerrainAccessor"),
    53                         System.IO.Path.Combine(cache.CacheDirectory, worldName));
    54 
    55                     World newWorld = new World(
    56                         worldName,
    57                         new Microsoft.DirectX.Vector3(0, 0, 0),
    58                         new Microsoft.DirectX.Quaternion(0, 0, 0, 0),
    59                         equatorialRadius,
    60                         cache.CacheDirectory,
    61                         (terrainAccessor != null ? terrainAccessor[0] : null)//TODO: Oops, World should be able to handle an array of terrainAccessors
    62                         );
    63 
    64                     //调用getRenderablesFromLayerDirectory()方法.
    65                     newWorld.RenderableObjects = getRenderablesFromLayerDirectory(layerDirectory, newWorld, cache);
    66 
    67                     return newWorld;
    68                 }
    69             }
    70             catch (XmlSchemaException ex)
    71             {
    72                 Log.Write(Log.Levels.Error, "CONF", "Exception caught during XML parsing: " + ex.Message);
    73                 Log.Write(Log.Levels.Error, "CONF", "File " + filename + " was not read successfully.");
    74                 // TODO: should pop up a message box or something.
    75                 return null;
    76             }
    77 
    78             return null;
    79         }

    getRenderablesFromLayerDirectory()方法: 

     1 private static RenderableObjectList getRenderablesFromLayerDirectory(string layerDirectory, World parentWorld, Cache cache)
     2         {
     3             RenderableObjectList renderableCollection = new RenderableObjectList(parentWorld.Name);
     4 
     5             DirectoryInfo layerDir = new DirectoryInfo(layerDirectory);
     6             if(!layerDir.Exists)
     7             {
     8                 return renderableCollection;
     9             }
    10             //从layerDirectory文件夹中读取所有的xml文件,并从xml文件中读取图层信息
    11             foreach(FileInfo layerFile in layerDir.GetFiles("*.xml"))
    12             {
    13                 //调用getRenderableFromLayerFile()方法,从中读取RenderableObjectList 对象。
    14                 RenderableObjectList currentRenderable = getRenderableFromLayerFile(layerFile.FullName, parentWorld, cache);
    15                 if(currentRenderable != null)
    16                 {
    17                     renderableCollection.Add(currentRenderable);
    18                 }
    19             }
    20             //返回RenderableObjectList对象
    21             return renderableCollection;
    22         }
    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/3042741.html
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