World Wind v1.4 API Specification
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Revision as of 16:24, 26 April 2005 (edit) 143.232.86.153 (Talk) ← Previous diff |
Revision as of 22:46, 28 April 2005 (edit) (undo) Mashiharu (Talk | contribs) Next diff → |
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'''Key Interfaces that will be defined in the Plugin API''' | '''Key Interfaces that will be defined in the Plugin API''' | ||
- | *'''IRenderable''' | + | ==IRenderable== |
**Methods | **Methods | ||
***void Dispose() | ***void Dispose() | ||
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***bool Visible{get;set;} //used to be "IsOn", perhaps this shouldn't be "Visible" because being "Visible" doesn't mean that an object is actually in the View Frustum. | ***bool Visible{get;set;} //used to be "IsOn", perhaps this shouldn't be "Visible" because being "Visible" doesn't mean that an object is actually in the View Frustum. | ||
- | *'''IInteractive''' //perhaps there are interfaces in .Net already for this...similar to JAVA KeyListener and MouseListener ? | + | ==IInteractive== |
+ | //perhaps there are interfaces in .Net already for this...similar to JAVA KeyListener and MouseListener ? | ||
**Methods | **Methods | ||
***void OnKeyDown(KeyEventArgs e) | ***void OnKeyDown(KeyEventArgs e) | ||
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***void OnMouseWheel(MouseEventArgs e) | ***void OnMouseWheel(MouseEventArgs e) | ||
- | *ICamera | + | ==ICamera== |
** Vector3 Eye{get;set;} | ** Vector3 Eye{get;set;} | ||
** Vector3 LookAt{get;set;} | ** Vector3 LookAt{get;set;} | ||
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** Angle Fov{get;set;} | ** Angle Fov{get;set;} | ||
- | + | ==IWorld== | |
- | *IWorld | + | |
** double Flattening{get;} | ** double Flattening{get;} | ||
** double EquatorialRadius{get;} | ** double EquatorialRadius{get;} | ||
** double PolarRadius{get;} | ** double PolarRadius{get;} | ||
- | *'''RenderableList''' <class> | + | ==RenderableList <class>== |
**Methods | **Methods | ||
***void Add(IRenderable renderable) | ***void Add(IRenderable renderable) | ||
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***bool Visible{get;set;} | ***bool Visible{get;set;} | ||
- | *GUIHelper <class> | + | ==GUIHelper <class>== |
** string[] .Menus.GetTopLevel() | ** string[] .Menus.GetTopLevel() | ||
** string[] .Menu[item].GetChildren() | ** string[] .Menu[item].GetChildren() | ||
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** methods to get/set each WWSetting (sticking each property get/set '''only''' in the Class might cumbersome. What is best way to get all names and types?) | ** methods to get/set each WWSetting (sticking each property get/set '''only''' in the Class might cumbersome. What is best way to get all names and types?) | ||
- | + | ==AppContext <class>== | |
- | + | ||
- | *'''AppContext''' <class> | + | |
**Direct3D.Device Direct3D_Device | **Direct3D.Device Direct3D_Device | ||
**int ScreenWidth | **int ScreenWidth | ||
**int ScreenHeight | **int ScreenHeight | ||
**... | **... | ||
+ | |||
One issue that has always bothered me was whether to exclusively make the camera "focus" on a "World" or whether to make it focus on a "RenderableObject". Of course, you cannot really define what a view range is if you focus on something like the International Space Station, but perhaps someone '''would''' want to focus on that... | One issue that has always bothered me was whether to exclusively make the camera "focus" on a "World" or whether to make it focus on a "RenderableObject". Of course, you cannot really define what a view range is if you focus on something like the International Space Station, but perhaps someone '''would''' want to focus on that... |
Revision as of 22:46, 28 April 2005
Key Interfaces that will be defined in the Plugin API
Contents |
IRenderable
- Methods
- void Dispose()
void Initialize(AppContext appContext)- void Render(AppContext appContext)
void Update(AppContext appContext)Replaced by Event Handlers to the Camera (and other objects)
- Properties
- bool Disposed{get;}
bool Initialized{get;}should be private...- Hashtable MetaData{get;set;}
- string Name{get;} //should this be "set" as well?
- byte Opacity{get;set;}
- Vector3 Orientation{get;set;}
- Vector3 Position{get;set;}
- bool Visible{get;set;} //used to be "IsOn", perhaps this shouldn't be "Visible" because being "Visible" doesn't mean that an object is actually in the View Frustum.
- Methods
IInteractive
//perhaps there are interfaces in .Net already for this...similar to JAVA KeyListener and MouseListener ?
- Methods
- void OnKeyDown(KeyEventArgs e)
- void OnKeyUp(KeyEventArgs e)
- void OnMouseDown(MouseEventArgs e)
- void OnMouseEnter(EventArgs e) //??
- void OnMouseLeave(EventArgs e)
- void OnMouseMove(MouseEventArgs e)
- void OnMouseUp(MouseEventArgs e)
- void OnMouseWheel(MouseEventArgs e)
- Methods
ICamera
- Vector3 Eye{get;set;}
- Vector3 LookAt{get;set;}
- Vector3 Up{get;set;} //could be just {0, 0, 1} with Quaternion rotations applied afterwards
- Quaternion EyeOrientation{get;set;} // Bank, Heading, and Tilt should be calculated from this
- Quaternion LookAtOrientation{get;set} // Heading and Tilt should should be calculated from this
- Angle Fov{get;set;}
IWorld
- double Flattening{get;}
- double EquatorialRadius{get;}
- double PolarRadius{get;}
RenderableList <class>
- Methods
- void Add(IRenderable renderable)
- void Dispose()
- void Initialize(AppContext appContext)
- void Remove(string name)
- void Render(AppContext appContext)
- void Update(AppContext appContext)
- Properties
- ArrayList ChildRenderables{get;set;}
- bool Disposed{get;}
- bool Initialized{get;}
- Hashtable MetaData{get;set;}
- string Name
- byte Opacity{get;set;}
- bool Visible{get;set;}
- Methods
GUIHelper <class>
- string[] .Menus.GetTopLevel()
- string[] .Menu[item].GetChildren()
- .Menus[item].Insert(string text, method to call...)
- .IconBar.Count
- .IconBar.Add(Bitmap icon, int position, method to call...)
- methods to get/set each WWSetting (sticking each property get/set only in the Class might cumbersome. What is best way to get all names and types?)
AppContext <class>
- Direct3D.Device Direct3D_Device
- int ScreenWidth
- int ScreenHeight
- ...
One issue that has always bothered me was whether to exclusively make the camera "focus" on a "World" or whether to make it focus on a "RenderableObject". Of course, you cannot really define what a view range is if you focus on something like the International Space Station, but perhaps someone would want to focus on that...