WorldWind学习系列十四:DEM数据加载和应用——以SRTM为例

it2024-11-24  26

  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 - 180 180 ,                     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,  0 this );                  //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……

 

转载于:https://www.cnblogs.com/wuhenke/archive/2010/01/01/1637544.html

相关资源:数据结构—成绩单生成器
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