Ejemplo n.º 1
0
double vtIcoGlobe::AddSurfaceLineToMesh(vtGeomFactory *pMF, const DLine2 &line)
{
    DPoint2 g1, g2;
    DPoint3 p1, p2;
    double scale = 1.0002;
    int length = 0;
    DMatrix3 rot3;

    pMF->PrimStart();
    int i, j, size = line.GetSize();

    for (i = 0; i < size-1; i++)
    {
        g1 = line.GetAt(i);
        g2 = line.GetAt(i+1);

        // for each pair of points, determine how many more points are needed
        //  for a smooth arc
        geo_to_xyz(1.0, g1, p1);
        geo_to_xyz(1.0, g2, p2);
        double angle = acos(p1.Dot(p2));
        int segments = (int) (angle * 2000);
        if (segments < 1)
            segments = 1;

        if (segments > 1)
        {
            // calculate the axis of rotation
            DPoint3 cross = p1.Cross(p2);
            cross.Normalize();
            rot3.AxisAngle(cross, angle / segments);
        }

        // curved arc on great-circle path
        for (j = 0; j < segments; j++)
        {
            FPoint3 fp = p1 * 1.0002;
            pMF->AddVertex(fp);
            length++;

            if (j < segments-1)
            {
                rot3.Transform(p1, p2);
                p1 = p2;
            }
        }
    }

    // last vertex
    if (size > 1)
    {
        g2 = line.GetAt(size-1);
        geo_to_xyz(1.0, g2, p2);
        pMF->AddVertex(p2 * scale);
        length++;
    }

    pMF->PrimEnd();
    return 0.0;
}
Ejemplo n.º 2
0
void vtStructureArray::Offset(const DPoint2 &delta)
{
	uint npoints = GetSize();
	if (!npoints)
		return;

	uint i, j;
	DPoint2 temp;
	for (i = 0; i < npoints; i++)
	{
		vtStructure *str = GetAt(i);
		vtBuilding *bld = str->GetBuilding();
		if (bld)
			bld->Offset(delta);
		vtFence *fen = str->GetFence();
		if (fen)
		{
			DLine2 line = fen->GetFencePoints();
			for (j = 0; j < line.GetSize(); j++)
				line.GetAt(j) += delta;
		}
		vtStructInstance *inst = str->GetInstance();
		if (inst)
			inst->Offset(delta);
	}
}
Ejemplo n.º 3
0
void vtLevel::SetFootprint(const DLine2 &dl)
{
	// Safety check: Make sure there is at least an outer polygon
	if (m_Foot.size() == 0)
		m_Foot.resize(1);

	int prev = m_Foot[0].GetSize();
	m_Foot[0] = dl;
	int curr = dl.GetSize();
	if (curr != prev)
		RebuildEdges(curr);
}
Ejemplo n.º 4
0
bool PolyChecker::IsSimplePolygon(const DLine2 &vertices)
{
	int iSize = vertices.GetSize();
	int i,j;

	for (i = 0; i < iSize - 2; i++)
		for (j = i + 2; j < (i == 0 ? iSize - 1 : iSize); j++)
			if (Intersect(vertices[i], vertices[(i + 1) % iSize],
						  vertices[j], vertices[(j+ 1) % iSize]))
				return false;
	return true;
}
Ejemplo n.º 5
0
bool PolyChecker::IsClockwisePolygon(const DLine2 &vertices)
{
	DPoint2 p1, p2;
	int iSize = vertices.GetSize();
	// Cannot remember if this works for all Jordan
	double Area = 0;

	for (int i = 0; i < iSize; i++)
	{
		p1 = vertices[i];
		p2 = vertices[(i+1)%iSize];

		Area += (p2.x - p1.x) * (p2.y + p1.y);
	}

	if (Area > 0)
		return true;
	else
		return false;
}
Ejemplo n.º 6
0
/**
 * Create a set of points on the heightfield for a 2D polyline by draping the point onto
 * the surface.
 *
 * \param line	The 2D line to drape, in Earth coordinates.
 * \param fSpacing	The approximate spacing of the surface tessellation, used to
 *		decide how finely to tessellate the line.
 * \param fOffset	An offset to elevate each point in the resulting geometry,
 *		useful for keeping it visibly above the ground.
 * \param bInterp	True to interpolate between the vertices of the input
 *		line. This is generally desirable when the ground is much more finely
 *		spaced than the input line.
 * \param bCurve	True to interpret the vertices of the input line as
 *		control points of a curve.  The created geometry will consist of
 *		a draped line which passes through the control points.
 * \param bTrue		True to use the true elevation of the terrain, ignoring
 *		whatever scale factor is being used to exaggerate elevation for
 *		display.
 * \param output	Received the points.
 * \return The approximate length of the resulting 3D polyline.
 */
float vtHeightField3d::LineOnSurface(const DLine2 &line, float fSpacing, float fOffset,
	bool bInterp, bool bCurve, bool bTrue, FLine3 &output)
{
	uint i, j;
	FPoint3 v1, v2, v;

	float fTotalLength = 0.0f;
	int iVerts = 0;
	uint points = line.GetSize();
	if (bCurve)
	{
		DPoint2 p2, last(1E9,1E9);
		DPoint3 p3;

		int spline_points = 0;
		CubicSpline spline;
		for (i = 0; i < points; i++)
		{
			p2 = line[i];
			if (i > 1 && p2 == last)
				continue;
			p3.Set(p2.x, p2.y, 0);
			spline.AddPoint(p3);
			spline_points++;
			last = p2;
		}
		spline.Generate();

		// Estimate how many steps to subdivide this line into
		const double dLinearLength = line.Length();
		float fLinearLength, dummy;
		m_LocalCS.VectorEarthToLocal(DPoint2(dLinearLength, 0.0), fLinearLength, dummy);
		double full = (double) (spline_points-1);
		int iSteps = (uint) (fLinearLength / fSpacing);
		if (iSteps < 3)
			iSteps = 3;
		double dStep = full / iSteps;

		FPoint3 last_v;
		for (double f = 0; f <= full; f += dStep)
		{
			spline.Interpolate(f, &p3);

			m_LocalCS.EarthToLocal(p3.x, p3.y, v.x, v.z);
			FindAltitudeAtPoint(v, v.y, bTrue);
			v.y += fOffset;
			output.Append(v);
			iVerts++;

			// keep a running total of approximate ground length
			if (f > 0)
				fTotalLength += (v - last_v).Length();
			last_v = v;
		}
	}
	else
	{
		// not curved: straight line in earth coordinates
		FPoint3 last_v;
		for (i = 0; i < points; i++)
		{
			if (bInterp)
			{
				v1 = v2;
				m_LocalCS.EarthToLocal(line[i].x, line[i].y, v2.x, v2.z);
				if (i == 0)
					continue;

				// estimate how many steps to subdivide this segment into
				FPoint3 diff = v2 - v1;
				float fLen = diff.Length();
				uint iSteps = (uint) (fLen / fSpacing);
				if (iSteps < 1) iSteps = 1;

				for (j = (i == 1 ? 0:1); j <= iSteps; j++)
				{
					// simple linear interpolation of the ground coordinate
					v.Set(v1.x + diff.x / iSteps * j, 0.0f, v1.z + diff.z / iSteps * j);
					FindAltitudeAtPoint(v, v.y, bTrue);
					v.y += fOffset;
					output.Append(v);
					iVerts++;

					// keep a running total of approximate ground length
					if (j > 0)
						fTotalLength += (v - last_v).Length();
					last_v = v;
				}
			}
			else
			{
				m_LocalCS.EarthToLocal(line[i], v.x, v.z);
				FindAltitudeAtPoint(v, v.y, bTrue);
				v.y += fOffset;
				output.Append(v);
			}
		}
	}
	return fTotalLength;
}
Ejemplo n.º 7
0
void vtVegLayer::AddElementsFromLULC(vtLULCFile *pLULC)
{
	LULCSection *section;
	LULCPoly *poly;

	SetVegType(VLT_Density);

	//set projections
	vtProjection proj_new;
	proj_new.SetProjectionSimple(0, -1, EPSG_DATUM_WGS84);
	SetProjection(proj_new);

	// figure out the number of polygons in file
	uint size = 0;
	for (uint sec = 0; sec < pLULC->NumSections(); sec++)
	{
		section = pLULC->GetSection(sec);
		size = size + section->m_iNumPolys;
	}

	// Create density field
	m_field_density = m_pSet->AddField("Density", FT_Float);
	m_pSet->SetNumEntities(size);

	// get each poly from LULC file
	uint i, s, p, count = 0;
	float density=0;
	for (s = 0; s < pLULC->NumSections(); s++)
	{
		section = pLULC->GetSection(s);
		for (p = 0; p < section->m_iNumPolys; p++)
		{
			poly = section->m_pPoly + p;

			bool wild = false;
			switch (poly->Attribute)
			{
				case 42:	// forest
					wild = true;
					density = 1.0f;
					break;
				case 32:
				case 33:
					wild = true;
					density = 0.5;
					break;
				case 22:	// orchards
					wild = false;
					// no crops for now
					break;
				default:
					density = 0.0f;
					break;
			}
			DLine2 dline;
			dline.SetSize(poly->m_iCoords);

			// get Coords of LULCpoly and store as latlon, then save in VPoly
			for (i = 0; i < dline.GetSize(); i++)
				dline.SetAt(i, poly->m_p[i]);

			DPolygon2 dpoly;
			dpoly.push_back(dline);

			GetPS()->SetPolygon(count, dpoly);
			m_pSet->SetValue(count, m_field_density, density);

			count++;
		}
	}
}