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  今天主要看了Show Planet AxisShow Position Show Cross Hairs功能,主要是它们在菜单调用方式上都是很类似。代码如下:

显示位置信息 
private void menuItemShowPosition_Click(object sender, System.EventArgs e)
        {
            World.Settings.ShowPosition 
= !World.Settings.ShowPosition;
            
this.toolBarButtonPosition.Pushed = World.Settings.ShowPosition;
            
this.menuItemShowPosition.Checked = World.Settings.ShowPosition;
          
  this.worldWindow.Invalidate();
        }

 

 //显示中心十字标   
 private void menuItemShowCrosshairs_Click(object sender, System.EventArgs e)
        {
       
//控制中心十字标显示与否
            World.Settings.ShowCrosshairs = !World.Settings.ShowCrosshairs;
            
this.menuItemShowCrosshairs.Checked = World.Settings.ShowCrosshairs;
            
this.worldWindow.Invalidate();
        }

 

    从上面的代码看,我们只能惊叹代码封装的很好,同样都调用this.worldWindow.Invalidate();难道Invalidate()函数万能?!请参考我的Invalidate()方法学习(资料收集),原来该方法是界面区域失效,发送了重绘事件,将会调用WorldWindow.cs中重载了的OnPaint()。OnPaint方法里主要是调用了 Render()方法。所以我们的关键是看Render()中如何实现上面三个功能。(其实Render()中实现的功能很多,主要是控制界面绘制方面的,以后还会提到它的)

     Render()实现上面三个功能也大量使用了DirectXDirect 3D方面的知识,请网上搜索学习相关知识或参看我的Direct3D学习(资料收集)

    显示中心十字线功能

  Render()中实现代码为

      787     if (World.Settings.ShowCrosshairs)
                    this.DrawCrossHairs();

实现显示十字标代码
实现显示十字标代码 

        
protected void DrawCrossHairs()
        {
            
int crossHairSize = 10;

            
if(this.crossHairs == null)
            {
                crossHairs 
= new Line(m_Device3d);//构造线对象
            }

            Vector2[] vertical 
= new Vector2[2];
            Vector2[] horizontal 
= new Vector2[2];
           
// Vector2[] test = new Vector2[2];//这是我试验添加的,效果请看下面的截图
            horizontal[0].X = this.Width / 2 - crossHairSize;
            horizontal[
0].Y = this.Height / 2;
            horizontal[
1].X = this.Width / 2 + crossHairSize;
            horizontal[
1].Y = this.Height / 2;

            vertical[
0].X = this.Width / 2;
            vertical[
0].Y = this.Height / 2 - crossHairSize;
            vertical[
1].X = this.Width / 2;
            vertical[
1].Y = this.Height / 2 + crossHairSize;

           
// test[0].X = this.Width / 2;
           
// test[0].Y = this.Height / 2 + crossHairSize;
            
//test[1].X = this.Width / 2 + crossHairSize;
            
//test[1].Y = this.Height / 2;

            crossHairs.Begin();
            crossHairs.Draw(horizontal, crossHairColor);
            crossHairs.Draw(vertical, crossHairColor);
           
// crossHairs.Draw(test,Color.Red.ToArgb());
            crossHairs.End();
        }

 

    上面注销部分(我加了红线)是我试验添加的,效果请看上面的截图。其实就是划几条两点之间的线。

显示位置信息

 

   是在Render()中调用RenderPositionInfo()方法的,请看该段实现代码。

实现显示位置坐标信息 

         
private const int positionAlphaStep = 20;
        
private int positionAlpha = 255;
        
private int positionAlphaMin = 40;
        
private int positionAlphaMax = 205;

        
protected void RenderPositionInfo()
        {
            
// Render some Development information to screen
            string captionText = _caption;

            captionText 
+= "\n" + this.drawArgs.UpperLeftCornerText;

            
if(World.Settings.ShowPosition)
            {
                
string alt = null;
                
double agl = this.drawArgs.WorldCamera.AltitudeAboveTerrain;
                
/*if(agl>100000)
                    alt = string.Format("{0:f2}km", agl/1000);
                else
                    alt = string.Format("{0:f0}m", agl);
*/
                alt 
= ConvertUnits.GetDisplayString(agl);

                
string dist = null;
                
double dgl = this.drawArgs.WorldCamera.Distance;
                
/*if(dgl>100000)
                    dist = string.Format("{0:f2}km", dgl/1000);
                else
                    dist = string.Format("{0:f0}m", dgl);
*/
                dist 
= ConvertUnits.GetDisplayString(dgl);
                
                
// Heading from 0 - 360
                double heading = this.drawArgs.WorldCamera.Heading.Degrees;
                
if(heading<0)
                    heading
+=360;

         
//构造显示位置坐标信息字符串
                captionText += String.Format("Latitude: {0}\nLongitude: {1}\nHeading: {2:f2}\nTilt: {3}\nAltitude: {4}\nDistance: {5}\nFOV: {6}",
                    
this.drawArgs.WorldCamera.Latitude,
                    
this.drawArgs.WorldCamera.Longitude,
                    heading,
                    
this.drawArgs.WorldCamera.Tilt,
                    alt,
                    dist,
                    
this.drawArgs.WorldCamera.Fov );

                
if(agl < 300000)
                {
                    captionText 
+= String.Format("\nTerrain Elevation: {0:n} meters\n"this.drawArgs.WorldCamera.TerrainElevation);
                }
            }

            
if(this.showDiagnosticInfo)
                captionText 
+=
                    
"\nAvailable Texture Memory: " + (m_Device3d.AvailableTextureMemory/1024).ToString("N0"+ " kB"+
                    
"\nBoundary Points: " + this.drawArgs.numBoundaryPointsRendered.ToString() + " / " + this.drawArgs.numBoundaryPointsTotal.ToString() + " : " + this.drawArgs.numBoundariesDrawn.ToString() +
                    
"\nTiles Drawn: " + (this.drawArgs.numberTilesDrawn * 0.25f).ToString() +
                    
"\n" + this.drawArgs.WorldCamera +
                    
"\nFPS: " + this.fps.ToString("f1"+
                    
"\nRO: " + m_World.RenderableObjects.Count.ToString("f0"+
                    
"\nmLat: " + this.cLat.Degrees.ToString() + 
                    
"\nmLon: " + this.cLon.Degrees.ToString() + 
                    
"\n" + TimeKeeper.CurrentTimeUtc.ToLocalTime().ToLongTimeString();
            captionText 
= captionText.Trim();

          
//定义要画出文本的样式
            DrawTextFormat dtf = DrawTextFormat.NoClip | DrawTextFormat.WordBreak | DrawTextFormat.Right;
            
int x = 7;
            
int y = _menuBar!=null && World.Settings.ShowToolbar ? 65 : 7;

       
//定义盛放位置文本的矩形框
            Rectangle textRect = Rectangle.FromLTRB(x,y, this.Width-8this.Height-8 );
            
//我添加的测试用代码
            Rectangle testRect = Rectangle.FromLTRB(x, y, this.Width, this.Height);
            
// Hide position info when toolbar is open
            if (_menuBar.IsActive) //如果上面的_menuBar处于活动状态,则更改位置文本的Alpha值
            {
                positionAlpha 
-= positionAlphaStep;
                
if (positionAlpha<positionAlphaMin)
                {
                    positionAlpha
=positionAlphaMin;
                }
            }
            
else
            {
                positionAlpha 
+= positionAlphaStep;
                
if(positionAlpha>positionAlphaMax)
                    positionAlpha 
= positionAlphaMax;
            }

            
int positionBackColor = positionAlpha << 24;
            
int positionForeColor = (int)((uint)(positionAlpha << 24+ 0xffffffu);

使用Font对象defaultDrawingFont的DrawText()实现绘制位置信息
            
this.drawArgs.defaultDrawingFont.DrawText( null, captionText, textRect, dtf, positionBackColor);
            textRect.Offset(
-1,-1);
            
this.drawArgs.defaultDrawingFont.DrawText( null, captionText, textRect, dtf, positionForeColor);

//下面这行是我添加的,测试用
            this.drawArgs.defaultDrawingFont.DrawText(null"无痕客在研究WorldWind应用!", textRect, dtf,Color.Red.ToArgb());
        } 
  

    上面需要注意的知识点就是:使用Font对象(实例:defaultDrawingFont)的DrawText()实现绘制文本信息。

地球轴线绘制

    WorldWindow.cs的Render()方法中调用了World.cs中Render()方法,该方法又调用了DrawAxis()

法实现地球轴线绘制。

 

453行 if (Settings.showPlanetAxis)


              this.DrawAxis(drawArgs);
画地球轴线

        
private void DrawAxis(DrawArgs drawArgs)
        {
            CustomVertex.PositionColored[] axis 
= new CustomVertex.PositionColored[2];
            Vector3 topV 
= MathEngine.SphericalToCartesian(900this.EquatorialRadius + 0.15f * 

this.EquatorialRadius);
            axis[
0].X = topV.X;
            axis[
0].Y = topV.Y;
            axis[
0].Z = topV.Z;

            axis[
0].Color = System.Drawing.Color.Pink.ToArgb();

            Vector3 botV 
= MathEngine.SphericalToCartesian(-900this.EquatorialRadius + 0.15f * 

this.EquatorialRadius);
            axis[
1].X = botV.X;
            axis[
1].Y = botV.Y;
            axis[
1].Z = botV.Z;
            axis[
1].Color = System.Drawing.Color.Pink.ToArgb();

            drawArgs.device.VertexFormat 
= CustomVertex.PositionColored.Format;
            drawArgs.device.TextureState[
0].ColorOperation = TextureOperation.Disable;
            drawArgs.device.Transform.World 
= Matrix.Translation(
                (
float)-drawArgs.WorldCamera.ReferenceCenter.X,
                (
float)-drawArgs.WorldCamera.ReferenceCenter.Y,
                (
float)-drawArgs.WorldCamera.ReferenceCenter.Z
                );

            drawArgs.device.DrawUserPrimitives(PrimitiveType.LineStrip, 
1, axis);
            drawArgs.device.Transform.World 
= drawArgs.WorldCamera.WorldMatrix;

        }

 

 其他部分:

WorldWind学习系列三:简单功能分析——主窗体的键盘监听处理及拷贝和粘贴位置坐标功能

WorldWind学习系列三:功能分析——截屏功能和“关于”窗体分析

WorldWind学习系列二:擒贼先擒王篇2

WorldWind学习系列二:擒贼先擒王篇1

WorldWind学习系列一:顺利起航篇

 

posted on 2009-12-12 23:02  无痕客  阅读(3986)  评论(0编辑  收藏  举报