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  • WorldWind学习系列十四:DEM数据加载和应用——以SRTM为例

      今天是2010的第一天,总想把它过得充实点,为我自己新的一年开个好头吧!首先,向关注我博客的网友道声:“元旦快乐!”,其次,接着跟大家分享一下我学习WW中DEM数据的加载和应用心得,希望大家从中有所收获!

      DEM应用在WW的三维表现中占有很重要的位置,跟影像数据同等重要!幸好影像和DEM的加载和处理原理上几乎一致,对基于WW搞GIS三维开发来说是件好事,理解好任何一种,另一种触类旁通!前一篇,主要从功能上做了简单入门介绍,该篇将从代码级别分析WW内置的SRTM的DEM数据加载和应用,下一篇讲从二次开发角度上讲解如何处理、配置自己的影像和DEM数据。呵呵,因为DEM部分很重要,且是放假期间我也有时间,争取篇篇精彩!

      两个缩写词介绍:因为这两个缩写词常出现,知道是什么缩写,就不觉得神秘啦!

      SRTM:The Shuttle Radar Topography Mission (SRTM) obtained elevation data on a near-global scale to generate the most complete high-resolution digital topographic database of Earth. SRTM consisted of a specially modified radar system that flew onboard the Space Shuttle Endeavour during an 11-day mission in February of 2000.

      NLT:NASA Learning Technologies.

      我从BMNG.cs为例入手研究DEM的使用,当然研究瓦片影像也该从此入手,但,今天影像不是我们关注的重点。现在正式步入主题,跟我一起分析和学习代码吧!

      BMNG.cs类144行构造函数中代码,

       WorldWind.NltImageStore imageStore = new WorldWind.NltImageStore(String.Format("bmng.topo.2004{0:D2}", i + 1), "http://worldwind25.arc.nasa.gov/tile/tile.aspx");
                    imageStore.DataDirectory 
    = null;
                    imageStore.LevelZeroTileSizeDegrees 
    = 36.0;
                    imageStore.LevelCount 
    = 5;
                    imageStore.ImageExtension 
    = "jpg";
                    imageStore.CacheDirectory 
    = String.Format("{0}\\BMNG\\{1}", m_WorldWindow.Cache.CacheDirectory, String.Format("BMNG (Shaded) Tiled - {0}.2004", i + 1));

                    ias 
    = new WorldWind.ImageStore[1];
                    ias[
    0= imageStore;

                    m_QuadTileLayers[
    0, i] = new WorldWind.Renderable.QuadTileSet(
                        String.Format(
    "Tiled - {0}.2004", i + 1),
                        m_WorldWindow.CurrentWorld,
                        
    0,
                        
    90-90-180180,
                        
    true,
                        ias);

    BMNG中的NltImageStore.cs、QuadTileSet类。这是我们关注的对象。
    QuadTileSet继承自RenderableObject,是要绘制渲染的对象类。
    关注它的562行Update()方法、517行Initialize()方法、 701行Render()方法。
    Update()方法

    QuadTileSet的Update()方法
    public override void Update(DrawArgs drawArgs)
            {
                
    if (!isInitialized)
                    Initialize(drawArgs);

                
    if (m_effectPath != null && m_effect == null)
                {
                    
    string errs = string.Empty;
                    m_effect 
    = Effect.FromFile(DrawArgs.Device, m_effectPath, null"", ShaderFlags.None, m_effectPool, out errs);

                    
    if (errs != null && errs != string.Empty)
                    {
                        Log.Write(Log.Levels.Warning, 
    "Could not load effect " + m_effectPath + "" + errs);
                        Log.Write(Log.Levels.Warning, 
    "Effect has been disabled.");
                        m_effectPath 
    = null;
                        m_effect 
    = null;
                    }
                }

                
    if (ImageStores[0].LevelZeroTileSizeDegrees < 180)
                {
                    
    // Check for layer outside view
                    double vrd = DrawArgs.Camera.ViewRange.Degrees;
                    
    double latitudeMax = DrawArgs.Camera.Latitude.Degrees + vrd;
                    
    double latitudeMin = DrawArgs.Camera.Latitude.Degrees - vrd;
                    
    double longitudeMax = DrawArgs.Camera.Longitude.Degrees + vrd;
                    
    double longitudeMin = DrawArgs.Camera.Longitude.Degrees - vrd;
                    
    if (latitudeMax < m_south || latitudeMin > m_north || longitudeMax < m_west || longitudeMin > m_east)
                        
    return;
                }

                
    if (DrawArgs.Camera.ViewRange * 0.5f >
                        Angle.FromDegrees(TileDrawDistance 
    * ImageStores[0].LevelZeroTileSizeDegrees))
                {
                    
    lock (m_topmostTiles.SyncRoot)
                    {
                        
    foreach (QuadTile qt in m_topmostTiles.Values)
                            qt.Dispose();
                        m_topmostTiles.Clear();
                        ClearDownloadRequests();
                    }

                    
    return;
                }
           //知识点,可以看看,如何计算不可见瓦片的算法。
                RemoveInvisibleTiles(DrawArgs.Camera);
    下面主要是如何计算和加载瓦片式影像的,是重点,但不是这次的重点。
                
    try
                {
            //根据Camera所对的中心经纬度,计算中心点的行列号
                    
    int middleRow = MathEngine.GetRowFromLatitude(DrawArgs.Camera.Latitude, ImageStores[0].LevelZeroTileSizeDegrees);
                    
    int middleCol = MathEngine.GetColFromLongitude(DrawArgs.Camera.Longitude, ImageStores[0].LevelZeroTileSizeDegrees);
             //根据行列号,反推瓦片的四点对应的经度或纬度
                    
    double middleSouth = -90.0f + middleRow * ImageStores[0].LevelZeroTileSizeDegrees;
                    
    double middleNorth = -90.0f + middleRow * ImageStores[0].LevelZeroTileSizeDegrees + ImageStores[0].LevelZeroTileSizeDegrees;
                    
    double middleWest = -180.0f + middleCol * ImageStores[0].LevelZeroTileSizeDegrees;
                    
    double middleEast = -180.0f + middleCol * ImageStores[0].LevelZeroTileSizeDegrees + ImageStores[0].LevelZeroTileSizeDegrees;

                    
    double middleCenterLat = 0.5f * (middleNorth + middleSouth);
                    
    double middleCenterLon = 0.5f * (middleWest + middleEast);
     //这里存在一个算法,由中心瓦片框,向四周扩散地找相邻的瓦片矩形框。
    //有兴趣的网友可以看一下,根据算法画出图来就好理解啦。(我感觉该算法对以后开发会有用的)
                    
    int tileSpread = 4;
                    
    for (int i = 0; i < tileSpread; i++)
                    {
                        
    for (double j = middleCenterLat - i * ImageStores[0].LevelZeroTileSizeDegrees; j < middleCenterLat + i * ImageStores[0].LevelZeroTileSizeDegrees; j += ImageStores[0].LevelZeroTileSizeDegrees)
                        {
                            
    for (double k = middleCenterLon - i * ImageStores[0].LevelZeroTileSizeDegrees; k < middleCenterLon + i * ImageStores[0].LevelZeroTileSizeDegrees; k += ImageStores[0].LevelZeroTileSizeDegrees)
                            {
            //根据经\纬度和tileSize来计算行列号,这里LevelZeroTileSizeDegrees为第0层的瓦片大小为36度,瓦片总个数为50片
                                
    int curRow = MathEngine.GetRowFromLatitude(Angle.FromDegrees(j), ImageStores[0].LevelZeroTileSizeDegrees);
                                
    int curCol = MathEngine.GetColFromLongitude(Angle.FromDegrees(k), ImageStores[0].LevelZeroTileSizeDegrees);
                                
    long key = ((long)curRow << 32+ curCol;
                    //如果集合m_topmostTiles已经存在QuadTile,则更新QuadTile
                                
    QuadTile qt = (QuadTile)m_topmostTiles[key];
                                
    if (qt != null)
                                {
                                    
    qt.Update(drawArgs);
                                    
    continue;
                                }

                              
    // Check for tile outside layer boundaries,获取外边框四点经度或纬度坐标
                                double west = -180.0f + curCol * ImageStores[0].LevelZeroTileSizeDegrees;
                                
    if (west > m_east)
                                    
    continue;

                                
    double east = west + ImageStores[0].LevelZeroTileSizeDegrees;
                                
    if (east < m_west)
                                    
    continue;

                                
    double south = -90.0f + curRow * ImageStores[0].LevelZeroTileSizeDegrees;
                                
    if (south > m_north)
                                    
    continue;

                                
    double north = south + ImageStores[0].LevelZeroTileSizeDegrees;
                                
    if (north < m_south)
                                    
    continue;
                    //结合中不存在,创建新的QuadTile
                                
    qt = new QuadTile(south, north, west, east, 0this);
                     //判断新的QuadTile是否在可视区域中。(可以关注一下:Intersects()方法判断矩形框相交)
                    if (DrawArgs.Camera.ViewFrustum.Intersects(qt.BoundingBox))
                                {
                                    
    lock (m_topmostTiles.SyncRoot)
                                        m_topmostTiles.Add(key, qt);
                      //调用QuadTile的Update()方法
                                    qt.Update(drawArgs);
                                }
                            }
                        }
                    }
                }
                
    catch (System.Threading.ThreadAbortException)
                {
                }
                
    catch (Exception caught)
                {
                    Log.Write(caught);
                }
            }

     Render()方法的关键代码为:

                        device.VertexFormat = CustomVertex.PositionNormalTextured.Format;
                        foreach (QuadTile qt in m_topmostTiles.Values)
                            qt.Render(drawArgs);

    从上面可以看出,QuadTileSet可看作是QuadTile的集合,真正实现更新和渲染的是QuadTile对象。里面有影像的加载和渲染绘制,也有DEM的渲染绘制。

      我们先看看QuadTile.cs 中Update()方法:

    QuadTile的Update()代码
        public virtual void Update(DrawArgs drawArgs)
            {
                
                
    if (m_isResetingCache)
                    
    return;

                
    try
                {
                    
    double tileSize = North - South;

                    
    if (!isInitialized)
                    {
                        
    if (DrawArgs.Camera.ViewRange * 0.5f < Angle.FromDegrees(QuadTileSet.TileDrawDistance * tileSize)
        
    && MathEngine.SphericalDistance(CenterLatitude, CenterLongitude,
                                DrawArgs.Camera.Latitude, DrawArgs.Camera.Longitude) 
    < Angle.FromDegrees(QuadTileSet.TileDrawSpread * tileSize * 1.25f)
        
    && DrawArgs.Camera.ViewFrustum.Intersects(BoundingBox)
                            )
                            Initialize();
                    }

                    
    if (isInitialized && World.Settings.VerticalExaggeration != verticalExaggeration || m_CurrentOpacity != QuadTileSet.Opacity ||
                        QuadTileSet.RenderStruts 
    != renderStruts)
                    {
               //创建瓦片网格(重点)
                       
     CreateTileMesh();
                    }
                    
    if (isInitialized)
                    {
              //判断进入下一层的条件(ViewRange角度、球面距离、可视区域)
                        
    if (DrawArgs.Camera.ViewRange < Angle.FromDegrees(QuadTileSet.TileDrawDistance * tileSize)
        
    && MathEngine.SphericalDistance(CenterLatitude, CenterLongitude,
                                DrawArgs.Camera.Latitude, DrawArgs.Camera.Longitude) 
    < Angle.FromDegrees(QuadTileSet.TileDrawSpread * tileSize)
        
    && DrawArgs.Camera.ViewFrustum.Intersects(BoundingBox)
                            )
                        {
                            
    if (northEastChild == null || northWestChild == null || southEastChild == null || southWestChild == null)
                            {  
                    //计算下一级别的四个子瓦片(重点,稍后一起看看)
                                
    ComputeChildren(drawArgs);
                            }

                            
    if (northEastChild != null)
                            {
                                northEastChild.Update(drawArgs);
                            }

                            
    if (northWestChild != null)
                            {
                                northWestChild.Update(drawArgs);
                            }

                            
    if (southEastChild != null)
                            {
                                southEastChild.Update(drawArgs);
                            }

                            
    if (southWestChild != null)
                            {
                                southWestChild.Update(drawArgs);
                            }
                        }
                        
    else
                        {
                            
    if (northWestChild != null)
                            {
                                northWestChild.Dispose();
                                northWestChild 
    = null;
                            }

                            
    if (northEastChild != null)
                            {
                                northEastChild.Dispose();
                                northEastChild 
    = null;
                            }

                            
    if (southEastChild != null)
                            {
                                southEastChild.Dispose();
                                southEastChild 
    = null;
                            }

                            
    if (southWestChild != null)
                            {
                                southWestChild.Dispose();
                                southWestChild 
    = null;
                            }
                        }
                    }

                    
    if (isInitialized)
                    {
                        
    if (DrawArgs.Camera.ViewRange / 2 > Angle.FromDegrees(QuadTileSet.TileDrawDistance * tileSize * 1.5f)
                                
    || MathEngine.SphericalDistance(CenterLatitude, CenterLongitude, DrawArgs.Camera.Latitude, DrawArgs.Camera.Longitude) > Angle.FromDegrees(QuadTileSet.TileDrawSpread * tileSize * 1.5f))
                        {
                            
    if (Level != 0 || (Level == 0 && !QuadTileSet.AlwaysRenderBaseTiles))
                                
    this.Dispose();
                        }
                    }
                }
                
    catch
                {
                }
            }

    创建下一级的四个瓦片的方法:(可以被我们重用)

    ComputeChildren(DrawArgs drawArgs)
            public virtual void ComputeChildren(DrawArgs drawArgs)
            {
           //判断是否是最高级别
                
    if (Level + 1 >= QuadTileSet.ImageStores[0].LevelCount)
                    
    return;
           //计算瓦片的中点经纬度
                
    double CenterLat = 0.5f * (South + North);
                
    double CenterLon = 0.5f * (East + West);
                
    if (northWestChild == null)
                    northWestChild 
    = ComputeChild(CenterLat, North, West, CenterLon);

                
    if (northEastChild == null)
                    northEastChild 
    = ComputeChild(CenterLat, North, CenterLon, East);

                
    if (southWestChild == null)
                    southWestChild 
    = ComputeChild(South, CenterLat, West, CenterLon);

                
    if (southEastChild == null)
                    southEastChild 
    = ComputeChild(South, CenterLat, CenterLon, East);
            }
    ComputeChild(double childSouth, double childNorth, double childWest, double childEast)
            /// <summary>
            
    /// Returns the QuadTile for specified location if available.
            
    /// Tries to queue a download if not available.
            
    /// </summary>
            
    /// <returns>Initialized QuadTile if available locally, else null.</returns>
            private QuadTile ComputeChild(double childSouth, double childNorth, double childWest, double childEast)
            {
                QuadTile child 
    = new QuadTile(
                    childSouth,
                    childNorth,
                    childWest,
                    childEast,
                    
    this.Level + 1,
                    QuadTileSet);

                
    return child;
            }

    QuadTile.cs 中的CreateTileMesh()方法用来创建瓦片格网的,分别在Initialize() 、Update()方法中调用。

    410行 这里调用的CreateElevatedMesh();是添加DEM数据创建高程格网的。

            /// <summary>
            
    /// Builds flat or terrain mesh for current tile
            
    /// </summary>
            public virtual void CreateTileMesh()
            {
                verticalExaggeration 
    = World.Settings.VerticalExaggeration;
                m_CurrentOpacity 
    = QuadTileSet.Opacity;
                renderStruts 
    = QuadTileSet.RenderStruts;

                
    if (QuadTileSet.TerrainMapped && Math.Abs(verticalExaggeration) > 1e-3)
             //创建具有高程值的格网(今天要关注的)
                    
    CreateElevatedMesh();
                
    else
                    //创建没有高程值的平面格网        
                    CreateFlatMesh();
            }

    591行CreateElevatedMesh()

    创建具有高程值的格网
            /// <summary>
            
    /// Build the elevated terrain mesh
            
    /// </summary>
            protected virtual void CreateElevatedMesh()
            {
                isDownloadingTerrain 
    = true;
                //vertexCountElevated值为40;向四周分别扩充一个样本点
                
    // Get height data with one extra sample around the tile
                double degreePerSample = LatitudeSpan / vertexCountElevated;
                //获取具有高程值的TerrainTile对象(这是最关键部分,深入分析)
                TerrainTile tile 
    = QuadTileSet.World.TerrainAccessor.GetElevationArray(North + degreePerSample, South - degreePerSample, West - degreePerSample, East + degreePerSample, vertexCountElevated + 3);
                
    float[,] heightData = tile.ElevationData;

                
    int vertexCountElevatedPlus3 = vertexCountElevated / 2 + 3;
                
    int totalVertexCount = vertexCountElevatedPlus3 * vertexCountElevatedPlus3;
                northWestVertices 
    = new CustomVertex.PositionNormalTextured[totalVertexCount];
                southWestVertices 
    = new CustomVertex.PositionNormalTextured[totalVertexCount];
                northEastVertices 
    = new CustomVertex.PositionNormalTextured[totalVertexCount];
                southEastVertices 
    = new CustomVertex.PositionNormalTextured[totalVertexCount];
                
    double layerRadius = (double)QuadTileSet.LayerRadius;

                
    // Calculate mesh base radius (bottom vertices)
                
    // Find minimum elevation to account for possible bathymetry
                float minimumElevation = float.MaxValue;
                
    float maximumElevation = float.MinValue;
                
    foreach (float height in heightData)
                {
                    
    if (height < minimumElevation)
                        minimumElevation 
    = height;
                    
    if (height > maximumElevation)
                        maximumElevation 
    = height;
                }
                minimumElevation 
    *= verticalExaggeration;
                maximumElevation 
    *= verticalExaggeration;

                
    if (minimumElevation > maximumElevation)
                {
                    
    // Compensate for negative vertical exaggeration
                    minimumElevation = maximumElevation;
                    maximumElevation 
    = minimumElevation;
                }

                
    double overlap = 500 * verticalExaggeration; // 500m high tiles

                
    // Radius of mesh bottom grid
                meshBaseRadius = layerRadius + minimumElevation - overlap;

                CreateElevatedMesh(ChildLocation.NorthWest, northWestVertices, meshBaseRadius, heightData);
                CreateElevatedMesh(ChildLocation.SouthWest, southWestVertices, meshBaseRadius, heightData);
                CreateElevatedMesh(ChildLocation.NorthEast, northEastVertices, meshBaseRadius, heightData);
                CreateElevatedMesh(ChildLocation.SouthEast, southEastVertices, meshBaseRadius, heightData);

                BoundingBox 
    = new BoundingBox((float)South, (float)North, (float)West, (float)East,
                    (
    float)layerRadius, (float)layerRadius + 10000 * this.verticalExaggeration);

                QuadTileSet.IsDownloadingElevation 
    = false;

                
    // Build common set of indexes for the 4 child meshes    
                int vertexCountElevatedPlus2 = vertexCountElevated / 2 + 2;
                vertexIndexes 
    = new short[2 * vertexCountElevatedPlus2 * vertexCountElevatedPlus2 * 3];

                
    int elevated_idx = 0;
                
    for (int i = 0; i < vertexCountElevatedPlus2; i++)
                {
                    
    for (int j = 0; j < vertexCountElevatedPlus2; j++)
                    {
                        vertexIndexes[elevated_idx
    ++= (short)(i * vertexCountElevatedPlus3 + j);
                        vertexIndexes[elevated_idx
    ++= (short)((i + 1* vertexCountElevatedPlus3 + j);
                        vertexIndexes[elevated_idx
    ++= (short)(i * vertexCountElevatedPlus3 + j + 1);

                        vertexIndexes[elevated_idx
    ++= (short)(i * vertexCountElevatedPlus3 + j + 1);
                        vertexIndexes[elevated_idx
    ++= (short)((i + 1* vertexCountElevatedPlus3 + j);
                        vertexIndexes[elevated_idx
    ++= (short)((i + 1* vertexCountElevatedPlus3 + j + 1);
                    }
                }

                calculate_normals(
    ref northWestVertices, vertexIndexes);
                calculate_normals(
    ref southWestVertices, vertexIndexes);
                calculate_normals(
    ref northEastVertices, vertexIndexes);
                calculate_normals(
    ref southEastVertices, vertexIndexes);

                isDownloadingTerrain 
    = false;
            }

     596行TerrainTile tile = QuadTileSet.World.TerrainAccessor.GetElevationArray(North + degreePerSample, South - degreePerSample, West - degreePerSample, East + degreePerSample, vertexCountElevated + 3);
    获取样本点的高程值数组。

    使用了TerrainAccessor.cs类120行代码

      public virtual TerrainTile GetElevationArray(double north, double south, double west, double east, int samples)
      {
       TerrainTile res 
    = null;
       res 
    = new TerrainTile(null);
       res.North 
    = north;
       res.South 
    = south;
       res.West 
    = west;
       res.East 
    = east;
       res.SamplesPerTile 
    = samples;
       res.IsInitialized 
    = true;
       res.IsValid 
    = true;

       
    double latrange = Math.Abs(north - south);
       
    double lonrange = Math.Abs(east - west);

       
    float[,] data = new float[samples,samples];
       
    float scaleFactor = (float)1/(samples - 1);
       
    for(int x = 0; x < samples; x++)
       {
        
    for(int y = 0; y < samples; y++)
        {
         
    double curLat = north - scaleFactor * latrange * x;
         
    double curLon = west + scaleFactor * lonrange * y;
        //关键,获取瓦片所有样本点的高程值
        
     data[x,y] = GetElevationAt(curLat, curLon, 0);
        }
       }
       res.ElevationData 
    = data;
       
    return res;
      }

     关键代码:data[x,y] = GetElevationAt(curLat, curLon, 0);

    GetElevationAt();在TerrainAccessor.cs是抽象方法。真正实现是在TerrainAccessor的子类NltTerrainAccessor中重载实现的。
    120行  public override float GetElevationAt(double latitude, double longitude)
      {
       return GetElevationAt(latitude, longitude, m_terrainTileService.SamplesPerTile / m_terrainTileService.LevelZeroTileSizeDegrees);
      }

    TerrainAccessor对象哪里来的(即:在哪完成初始化和传入的?)

     ConfigurationLoader.cs的Load()方法的97行代码:

    TerrainAccessor[] terrainAccessor = getTerrainAccessorsFromXPathNodeIterator(worldIter.Current.Select("TerrainAccessor"),
                            System.IO.Path.Combine(cache.CacheDirectory, worldName));

                        World newWorld = new World(
                            worldName,
                            new Microsoft.DirectX.Vector3(0, 0, 0),
                            new Microsoft.DirectX.Quaternion(0, 0, 0, 0),
                            equatorialRadius,
                            cache.CacheDirectory,
                            (terrainAccessor != null ? terrainAccessor[0] : null)//TODO: Oops, World should be able to handle an array of terrainAccessors
                            );

    然后通过World对象传入到QuadTileSet类中的。

     我们看看getTerrainAccessorsFromXPathNodeIterator方法如何完成完成TerrainAccessor对象。
    注意:该方法返回值为TerrainAccessor[],是个数组,为什么呢??(请关注我下一篇文章)

    2078行

    getTerrainAccessorsFromXPathNodeIterator(XPathNodeIterator iter, string cacheDirectory)代码
    private static TerrainAccessor[] getTerrainAccessorsFromXPathNodeIterator(XPathNodeIterator iter, string cacheDirectory)
            {
            System.Collections.ArrayList terrainAccessorList 
    = new System.Collections.ArrayList();
            //下面是读取DEM配置XML,并根据配置信息创建TerrainTileService对象和TerrainAccessor对象
                while(iter.MoveNext())
                {
                    
    string terrainAccessorName = iter.Current.GetAttribute("Name""");
                    
    if(terrainAccessorName == null)
                    {
                        
    // TODO: Throw exception?
                        continue;
                    }
                    XPathNodeIterator latLonBoxIter 
    = iter.Current.Select("LatLonBoundingBox");
                    
    if(latLonBoxIter.Count != 1)
                    {
                        
    // TODO: Throw exception?
                        continue;
                    }
                    
    double north = 0;
                    
    double south = 0;
                    
    double west = 0;
                    
    double east = 0;

                    latLonBoxIter.MoveNext();

                    north 
    = ParseDouble(getInnerTextFromFirstChild(latLonBoxIter.Current.Select("North")));
                    south 
    = ParseDouble(getInnerTextFromFirstChild(latLonBoxIter.Current.Select("South")));
                    west 
    = ParseDouble(getInnerTextFromFirstChild(latLonBoxIter.Current.Select("West")));
                    east 
    = ParseDouble(getInnerTextFromFirstChild(latLonBoxIter.Current.Select("East")));
                    

                    TerrainAccessor[] higerResolutionSubsets 
    = getTerrainAccessorsFromXPathNodeIterator(
                        iter.Current.Select(
    "HigherResolutionSubsets"),
                        Path.Combine(cacheDirectory, terrainAccessorName));

                    XPathNodeIterator tileServiceIter 
    = iter.Current.Select("TerrainTileService");
                    
    if(tileServiceIter.Count == 1)
                    {
                        
    string serverUrl = null;
                        
    string dataSetName = null;
                        
    double levelZeroTileSizeDegrees = double.NaN;
                        
    uint numberLevels = 0;
                        
    uint samplesPerTile = 0;
                        
    string dataFormat = null;
                        
    string fileExtension = null;
                        
    string compressionType = null;

                        tileServiceIter.MoveNext();
                        
                        serverUrl 
    = getInnerTextFromFirstChild(tileServiceIter.Current.Select("ServerUrl"));
                        dataSetName 
    = getInnerTextFromFirstChild(tileServiceIter.Current.Select("DataSetName"));
                        levelZeroTileSizeDegrees 
    = ParseDouble(getInnerTextFromFirstChild(tileServiceIter.Current.Select("LevelZeroTileSizeDegrees")));
                        numberLevels 
    = uint.Parse(getInnerTextFromFirstChild(tileServiceIter.Current.Select("NumberLevels")));
                        samplesPerTile 
    = uint.Parse(getInnerTextFromFirstChild(tileServiceIter.Current.Select("SamplesPerTile")));
                        dataFormat 
    = getInnerTextFromFirstChild(tileServiceIter.Current.Select("DataFormat"));
                        fileExtension 
    = getInnerTextFromFirstChild(tileServiceIter.Current.Select("FileExtension"));
                        compressionType 
    = getInnerTextFromFirstChild(tileServiceIter.Current.Select("CompressonType"));
                
    //根据配置信息创建TerrainTileService对象和TerrainAccessor对象
                        TerrainTileService tts 
    = new TerrainTileService(
                            serverUrl,
                            dataSetName,
                            levelZeroTileSizeDegrees,
                            (
    int)samplesPerTile,
                            fileExtension,
                            (
    int)numberLevels,
                            Path.Combine(cacheDirectory, terrainAccessorName),
                            World.Settings.TerrainTileRetryInterval,
                            dataFormat);

                        TerrainAccessor newTerrainAccessor 
    = new NltTerrainAccessor(
                            terrainAccessorName,
                            west,
                            south,
                            east,
                            north,
                            tts,
                            higerResolutionSubsets);

                        terrainAccessorList.Add(newTerrainAccessor);
                    }
                    
    //TODO: Add Floating point terrain Accessor code
                    
    //TODO: Add WMSAccessor code and make it work in TerrainAccessor (which it currently doesn't)
                }

                
    if(terrainAccessorList.Count > 0)
                {
                    
    return (TerrainAccessor[])terrainAccessorList.ToArray(typeof(TerrainAccessor));
                }
                
    else
                {
                    
    return null;
                }
            }

    再来看看DEM的配置在哪里和XML内容吧
    路径:
    C:\Program Files\NASA\World Wind 1.4\Config\Earth.xml
    配置内容:

    ?xml version="1.0" encoding="UTF-8"?>
    <World Name="Earth" EquatorialRadius="6378137.0" LayerDirectory="Earth" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="WorldXmlDescriptor.xsd">
        
    <TerrainAccessor Name="SRTM">    //黄色之间的XML就是一个TerrainAccessor配置
            
    <TerrainTileService>
                
    <ServerUrl>http://worldwind25.arc.nasa.gov/wwelevation/wwelevation.aspx</ServerUrl>
                
    <DataSetName>srtm30pluszip</DataSetName>
                
    <LevelZeroTileSizeDegrees>20.0</LevelZeroTileSizeDegrees>
                
    <NumberLevels>12</NumberLevels>
                
    <SamplesPerTile>150</SamplesPerTile>
                
    <DataFormat>Int16</DataFormat>
                
    <FileExtension>bil</FileExtension>
                
    <CompressonType>zip</CompressonType>
            
    </TerrainTileService>
            
    <LatLonBoundingBox>
                
    <North>
                    
    <Value>90.0</Value>
                
    </North>
                
    <South>
                    
    <Value>-90.0</Value>
                
    </South>
                
    <West>
                    
    <Value>-180.0</Value>
                
    </West>
                
    <East>
                    
    <Value>180.0</Value>
                
    </East>
            
    </LatLonBoundingBox>
        
    </TerrainAccessor>
    </World>


    接着上面的讲NltTerrainAccessor类76行代码GetElevationAt(double latitude, double longitude, double targetSamplesPerDegree)方法。

    获取特定点的高程值
        /// <summary>
            
    /// Get terrain elevation at specified location.  
            
    /// </summary>
            
    /// <param name="latitude">Latitude in decimal degrees.</param>
            
    /// <param name="longitude">Longitude in decimal degrees.</param>
            
    /// <param name="targetSamplesPerDegree"></param>
            
    /// <returns>Returns 0 if the tile is not available on disk.</returns>
            public override float GetElevationAt(double latitude, double longitude, double targetSamplesPerDegree)
            {
                
    try
                {
                    
    if (m_terrainTileService == null || targetSamplesPerDegree < World.Settings.MinSamplesPerDegree)
                        
    return 0;

                    
    if (m_higherResolutionSubsets != null)
                    {
                        
    foreach (TerrainAccessor higherResSub in m_higherResolutionSubsets)
                        {
                            
    if (latitude > higherResSub.South && latitude < higherResSub.North &&
                                longitude 
    > higherResSub.West && longitude < higherResSub.East)
                            {
                                
    return higherResSub.GetElevationAt(latitude, longitude, targetSamplesPerDegree);
                            }
                        }
                    }
                   //自己可以看看如何完成TerrainTile的初始化构建的
                    TerrainTile tt 
    = m_terrainTileService.GetTerrainTile(latitude, longitude, targetSamplesPerDegree);
                    TerrainTileCacheEntry ttce 
    = (TerrainTileCacheEntry)m_tileCache[tt.TerrainTileFilePath];
                    
    if (ttce == null)
                    {
                        ttce 
    = new TerrainTileCacheEntry(tt);
                        AddToCache(ttce);
                    }

                    
    if (!ttce.TerrainTile.IsInitialized)
                        ttce.TerrainTile.Initialize();
                    ttce.LastAccess 
    = DateTime.Now;
                   //获取高程值
                    return ttce.TerrainTile.GetElevationAt(latitude, longitude);
                }
                
    catch (Exception)
                {
                }
                
    return 0;
            }

     上面获取高程值的关键:TerrainTile类的330行的GetElevationAt(double latitude, double longitude)方法

        public float GetElevationAt(double latitude, double longitude)
            {
                
    try
                {
                    
    double deltaLat = North - latitude;
                    
    double deltaLon = longitude - West;
    //TileSizeDegrees为当前级别下瓦片的度数大小
    //计算方法:158行tile.TileSizeDegrees = m_levelZeroTileSizeDegrees * Math.Pow(0.5, tile.TargetLevel);
    //注意思考:SamplesPerTile-1为什么是减去1?传进来的SamplesPerTile=43而不是44?
    //如果传入的是44,这里应该减2
                    
    double df2 = (SamplesPerTile-1/ TileSizeDegrees;
                    
    float lat_pixel = (float)(deltaLat * df2);
                    
    float lon_pixel = (float)(deltaLon * df2);
                    //这里是将点,近似成包含点的最小正方形(经纬度取整)
                    
    int lat_min = (int)lat_pixel;
                    
    int lat_max = (int)Math.Ceiling(lat_pixel);
                    
    int lon_min = (int)lon_pixel;
                    
    int lon_max = (int)Math.Ceiling(lon_pixel);

                    
    if(lat_min >= SamplesPerTile)
                        lat_min 
    = SamplesPerTile - 1;
                    
    if(lat_max >= SamplesPerTile)
                        lat_max 
    = SamplesPerTile - 1;
                    
    if(lon_min >= SamplesPerTile)
                        lon_min 
    = SamplesPerTile - 1;
                    
    if(lon_max >= SamplesPerTile)
                        lon_max 
    = SamplesPerTile - 1;

                    
    if(lat_min < 0)
                        lat_min 
    = 0;
                    
    if(lat_max < 0)
                        lat_max 
    = 0;
                    
    if(lon_min < 0)
                        lon_min 
    = 0;
                    
    if(lon_max < 0)
                        lon_max 
    = 0;

                    
    float delta = lat_pixel - lat_min;
                    //根据外矩形四顶点的经纬度分别插值计算中间线的高程
                    
    float westElevation = 
                        
    ElevationData[lon_min, lat_min]*(1-delta) + 
                        
    ElevationData[lon_min, lat_max]*delta;
                
                    
    float eastElevation = 
                        ElevationData[lon_max, lat_min]
    *(1-delta) + 
                        ElevationData[lon_max, lat_max]
    *delta;
                //利用插值计算点的高程值
                    delta 
    = lon_pixel - lon_min;
                    
    float interpolatedElevation = 
                        westElevation*(1-delta) + 
                        eastElevation*delta;

                    
    return interpolatedElevation;
                }
                
    catch
                {
                }
                
    return 0;
            }

    public float[,] ElevationData就是存放当前瓦片所有样本点高程值的数值。这是通过Initialize()中读取DEM(.bil)文件来获取的。

    读取BIL文件高程数据
            /// <summary>
            
    /// This method initializes the terrain tile add switches to
            
    /// Initialize floating point/int 16 tiles
            
    /// </summary>
            public void Initialize()
            {
                
    if(IsInitialized)
                    
    return;

                
    if(!File.Exists(TerrainTileFilePath))
                {
                    
    // Download elevation
                    if(request==null)
                    {
                        
    using( request = new TerrainDownloadRequest(this, m_owner, Row, Col, TargetLevel) )
                        {
                            request.SaveFilePath 
    = TerrainTileFilePath;
                            request.DownloadInForeground();
                        }
                    }
                }

                
    if(ElevationData==null)
                    ElevationData 
    = new float[SamplesPerTile, SamplesPerTile];

                
    if(File.Exists(TerrainTileFilePath))
                {
                    
    // Load elevation file
                    try
                    {
                        
    // TerrainDownloadRequest's FlagBadTile() creates empty files
                        
    // as a way to flag "bad" terrain tiles.
                        
    // Remove the empty 'flag' files after preset time.
                        try
                        {
                            FileInfo tileInfo 
    = new FileInfo(TerrainTileFilePath);
                            
    if(tileInfo.Length == 0)
                            {
                                TimeSpan age 
    = DateTime.Now.Subtract( tileInfo.LastWriteTime );
                                
    if(age < m_owner.TerrainTileRetryInterval)
                                {
                                    
    // This tile is still flagged bad
                                    IsInitialized = true;
                                }
                                
    else
                                {
                                    
    // remove the empty 'flag' file
                                    File.Delete(TerrainTileFilePath);
                                }
                                
    return;
                            }
                        }
                        
    catch
                        {
                            
    // Ignore any errors in the above block, and continue.
                            
    // For example, if someone had the empty 'flag' file
                            
    // open, the delete would fail.
                        }
        //读取BIL文件数据的关键代码,可以被我们借鉴使用
                        using( Stream s = File.OpenRead(TerrainTileFilePath))
                        {
                            BinaryReader reader = new BinaryReader(s);
                            
    if(m_owner.DataType=="Int16")
                            {

                                
    for(int y = 0; y < SamplesPerTile; y++)
                                    
    for(int x = 0; x < SamplesPerTile; x++)
                                        ElevationData[x,y] = reader.ReadInt16();
                            }
                            
    if(m_owner.DataType=="Float32")
                            {
                                
    for(int y = 0; y < SamplesPerTile; y++)
                                    
    for(int x = 0; x < SamplesPerTile; x++)
                                    {
                                        ElevationData[x,y] = reader.ReadSingle();
                                    }
                            }
                            IsInitialized 
    = true;
                            IsValid 
    = true;
                        }
                        
    return;
                    }
                    
    catch(IOException)
                    {
                        
    // If there is an IO exception when reading the terrain tile,
                        
    // then either something is wrong with the file, or with
                        
    // access to the file, so try and remove it.
                        try
                        {
                            File.Delete(TerrainTileFilePath);
                        }
                        
    catch(Exception ex)
                        {
                            
    throw new ApplicationException(String.Format("Error while trying to delete corrupt terrain tile {0}", TerrainTileFilePath), ex);
                        }
                    }
                    
    catch(Exception ex)
                    {
                        
    // Some other type of error when reading the terrain tile.
                        throw new ApplicationException(String.Format("Error while trying to read terrain tile {0}", TerrainTileFilePath), ex);
                    }
                }
            }

    另注:SRTM的高程数据存放路径如下图:(DEM跟影像也是分级存放的,存放方式一致)


     至此,如何加载DEM数据创建网格的过程已经分析完了。

    接下来,继续分析QuadTile.cs中CreateElevatedMesh()和Render方法,内容主要是DirectX编程,稍后添加……

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  • 原文地址:https://www.cnblogs.com/wuhenke/p/1637544.html
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