World Wind v1.4 API Specification

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Revision as of 16:02, 26 April 2005 (edit)
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*IWorld *IWorld
-** under construction...+** double Flattening{get;}
 +** double EquatorialRadius{get;}
 +** double PolarRadius{get;}
*'''RenderableList''' <class> *'''RenderableList''' <class>

Revision as of 16:24, 26 April 2005

Key Interfaces that will be defined in the Plugin API

  • 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.
  • 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)
  • 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;}
  • 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...

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