public interface View extends WWObject, Restorable
View
interface provides a coordinate transformation from model coordinates to eye coordinates. This
follows the OpenGL convention of a righthanded coordinate system with the origin at the eye point and looking down
the negative Z axis. View
also provides a transformation from eye coordinates to screen coordinates,
following the OpenGL convention of an origin in the lower left hand screen corner.
Most of the accessor and computation methods on View
will use viewing state computed in the last call to
apply
.
The following methods return state values updated in the most recent call to apply.
 getEyePosition
 getEyePoint
 getUpVector
 getForwardVector
 getModelviewMatrix
 getViewport
 getFrustum
 getFrustumInModelCoordinates
 getProjectionMatrix
The following methods return computed values using state that was updated in the most recent call to
apply
.
 project
 unproject
 computeRayFromScreenPoint
 computePositionFromScreenPoint
 computePixelSizeAtDistance
 computeHorizonDistance
OrbitView
Modifier and Type  Field and Description 

static String 
VIEW_STOPPED 
Modifier and Type  Method and Description 

void 
addAnimator(Animator animator)
Add an animator to the
View . 
void 
apply(DrawContext dc)
Calculates and applies this
View's internal state to the graphics context in the specified
dc . 
double 
computePixelSizeAtDistance(double distance)
Computes the dimension (in meters) that a screen pixel would cover at a given distance from the eye point (also
in meters).

Position 
computePositionFromScreenPoint(double x,
double y)
Computes the intersection of a line originating from the eye point and passing through (x, y) with the
Globe . 
Line 
computeRayFromScreenPoint(double x,
double y)
Computes a line, in model coordinates, originating from the eye point, and passing through the point contained by
(x, y) on the
View's projection plane (or after projection into model space). 
void 
copyViewState(View view)
Copy the state of the given
View . 
Vec4 
getCenterPoint()
Gets the center point of the view.

Vec4 
getCurrentEyePoint()
Returns the most uptodate location of the eye in cartesian coordinates.

Position 
getCurrentEyePosition()
Returns the current geographic coordinates of this view's eye position, as determined from this view's current
parameters.

Vec4 
getEyePoint()
Returns the location of the eye in cartesian coordinates.

Position 
getEyePosition()
Returns the current geographic coordinates of this view's eye position, as computed for the most recent model
traversal.

double 
getFarClipDistance()
Returns the far clipping plane distance, in eye coordinates.

Angle 
getFieldOfView()
Returns the horizontal fieldofview angle (the angle of visibility), or null if the implementation does not
support a fieldofview.

Vec4 
getForwardVector()
Returns the forward axis in cartesian coordinates.

Frustum 
getFrustum()
Returns the viewing
Frustum in eye coordinates. 
Frustum 
getFrustumInModelCoordinates()
Returns the viewing
Frustum in model coordinates. 
Globe 
getGlobe()
Gets the globe associated with this view.

Angle 
getHeading()
Returns the view's current heading.

double 
getHorizonDistance()
Returns the horizon distance for this view's most recently used eye position.

Matrix 
getModelviewMatrix()
Returns the modelview matrix.

double 
getNearClipDistance()
Returns the near clipping plane distance, in eye coordinates.

Angle 
getPitch()
Returns the view's current pitch.

Matrix 
getProjectionMatrix()
Gets the projection matrix.

Angle 
getRoll()
Returns this View's current roll.

Vec4 
getUpVector()
Returns the up axis in cartesian coordinates.

ViewInputHandler 
getViewInputHandler()
Gets the
ViewInputHandler being used to map input events to View controls. 
Rectangle 
getViewport()
Returns the bounds (x, y, width, height) of the viewport.

ViewPropertyLimits 
getViewPropertyLimits()
Get the
ViewPropertyLimits for this view. 
long 
getViewStateID()
Get an identifier for the current state of the modelview matrix.

void 
goTo(Position position,
double elevation)
Animate to the specified position.

boolean 
isAnimating()
Determine if there are any animations active in the
View . 
void 
popReferenceCenter(DrawContext dc)
Removes the modelview matrix on top of the matrix stack, and restores the original matrix.

Vec4 
project(Vec4 modelPoint)
Maps a
Point in model (cartesian) coordinates to a Point in screen coordinates. 
Matrix 
pushReferenceCenter(DrawContext dc,
Vec4 referenceCenter)
Defines and applies a new modelview matrix in which the world origin is located at
referenceCenter . 
void 
setEyePosition(Position eyePosition)
Sets the geographic position of the eye.

void 
setFieldOfView(Angle fieldOfView)
Sets the horizontal fieldofview angle (the angle of visibility) to the specified
fieldOfView . 
void 
setHeading(Angle heading)
Sets the heading of the view.

void 
setOrientation(Position eyePosition,
Position centerPosition)
Sets the location of the eye, and the center of the screen in geographic coordinates.

void 
setPitch(Angle pitch)
Sets the pitch of the view.

Matrix 
setReferenceCenter(DrawContext dc,
Vec4 referenceCenter)
Sets the reference center matrix without pushing the stack.

void 
setRoll(Angle roll)
Set the roll of the view.

void 
stopAnimations()
Stops any animations that are active in this
View 
void 
stopMovement()
Stops any movement associated with this
View . 
Vec4 
unProject(Vec4 windowPoint)
Maps a
Point in screen coordinates to a Point in model coordinates. 
addPropertyChangeListener, addPropertyChangeListener, clearList, copy, firePropertyChange, firePropertyChange, getEntries, getStringValue, getValue, getValues, hasKey, removeKey, removePropertyChangeListener, removePropertyChangeListener, setValue, setValues
propertyChange
onMessage
getRestorableState, restoreState
static final String VIEW_STOPPED
void addAnimator(Animator animator)
View
. This method does not start the Animator
. Starting the Animator
is the
responsibility of the application.animator
 the Animator
to be addedvoid apply(DrawContext dc)
View's
internal state to the graphics context in the specified
dc
. All subsequently rendered objects use this new state. Upon return, the OpenGL graphics context
reflects the values of this view, as do any computed values of the view, such as the modelview matrix, projection
matrix and viewing frustum.dc
 the current World Wind DrawContext on which View
will apply its state.IllegalArgumentException
 If dc
is null, or if the Globe
or GL
instances in dc
are null.double computePixelSizeAtDistance(double distance)
distance
 the distance in meters from the eye point. This value must be positive but is otherwise
unbounded.IllegalArgumentException
 if distance
is negative.Position computePositionFromScreenPoint(double x, double y)
Globe
. Only the ellipsoid itself is considered; terrain elevations are not incorporated.x
 the horizontal coordinate originating from the left side of View's
projection plane.y
 the vertical coordinate originating from the top of View's
projection plane.Line computeRayFromScreenPoint(double x, double y)
View's
projection plane (or after projection into model space).x
 the horizontal coordinate originating from the left side of View's
projection plane.y
 the vertical coordinate originating from the top of View's
projection plane.View's
eye point and passing through (x, y) transformed into model
space.void copyViewState(View view)
View
.view
 The View
whose state is to be copied.Vec4 getCenterPoint()
Vec4 getCurrentEyePoint()
getEyePosition()
and
getEyePoint()
, getCurrentEyePoint will return the View's immediate position.Position getCurrentEyePosition()
Note: The value returned is not necessarily the value specified to setEyePosition(gov.nasa.worldwind.geom.Position)
but is the eye position corresponding to this view's current parameters.
Vec4 getEyePoint()
apply
.Position getEyePosition()
Note: The value returned is not necessarily the value specified to setEyePosition(gov.nasa.worldwind.geom.Position)
but is the eye position corresponding to this view's most recently applied state.
double getFarClipDistance()
View
interface
are not required to have a method for setting the near and far distance. Applications that need to control the
near and far clipping distances can derive from BasicOrbitView
or BasicFlyView
Angle getFieldOfView()
Vec4 getForwardVector()
apply
.Frustum getFrustum()
Frustum
in eye coordinates. The Frustum
is the portion of viewable
space defined by three sets of parallel 'clipping' planes. This value is computed in the most recent call to
apply
.Frustum getFrustumInModelCoordinates()
Frustum
in model coordinates. Model coordinate frustums are useful for
performing visibility tests against world geometry. This frustum has the same shape as the frustum returned in
getFrustum
, but it has been transformed into model space. This value is computed in the most recent
call to apply
.Globe getGlobe()
View.apply()
. View.getGlobe()
returns null if called before the first invocation of
View.apply()
.View.apply()
.Angle getHeading()
double getHorizonDistance()
Matrix getModelviewMatrix()
apply
.double getNearClipDistance()
View
interface
are not required to have a method for setting the near and far distance. Applications that need to control the
near and far clipping distances can derive from BasicOrbitView
or BasicFlyView
Angle getPitch()
Matrix getProjectionMatrix()
View
. The method
getFrustum()
returns the geometry corresponding to this matrix. This value is computed in the most recent
call to apply
.Angle getRoll()
Vec4 getUpVector()
apply
.ViewInputHandler getViewInputHandler()
ViewInputHandler
being used to map input events to View
controls.ViewInputHandler
being used to map input events to View
controls.Rectangle getViewport()
apply
.ViewPropertyLimits getViewPropertyLimits()
ViewPropertyLimits
for this view.ViewPropertyLimits
for this view.long getViewStateID()
void goTo(Position position, double elevation)
View
to look at
the given position from the given elevation.position
 The position to animate to.elevation
 The elevation to look at the position
from.boolean isAnimating()
View
.void popReferenceCenter(DrawContext dc)
dc
 the current World Wind drawing context on which the original matrix will be restored.IllegalArgumentException
 if dc
is null, or if the Globe
or GL
instances in dc
are null.Vec4 project(Vec4 modelPoint)
Point
in model (cartesian) coordinates to a Point
in screen coordinates. The
returned x and y are relative to the lower left hand screen corner, while z is the screen depthcoordinate. If
the model point cannot be successfully mapped, this will return null.modelPoint
 the model coordinate Point
to project.Point
.IllegalArgumentException
 if modelPoint
is null.Matrix pushReferenceCenter(DrawContext dc, Vec4 referenceCenter)
referenceCenter
.
Geometry rendered after a call to pushReferenceCenter
should be transformed with respect to
referenceCenter
, rather than the canonical origin (0, 0, 0). Calls to
pushReferenceCenter
must be followed by popReferenceCenter
after rendering is complete. Note that calls to getModelviewMatrix()
will not return
referencecenter modelview matrix, but the original matrix.dc
 the current World Wind drawing context on which new modelview state will be applied.referenceCenter
 the location to become the new world origin.referenceCenter
, or null if this method failed.IllegalArgumentException
 if referenceCenter
is null, if dc
is null, or if the
Globe
or GL
instances in dc
are null.void setEyePosition(Position eyePosition)
eyePosition
 the eye position.IllegalArgumentException
 If eyePosition
is null.void setFieldOfView(Angle fieldOfView)
fieldOfView
. This
may be ignored if the implementation that do not support a fieldofview.fieldOfView
 the horizontal fieldofview angle.IllegalArgumentException
 If the implementation supports fieldofview, and fieldOfView
is
null.void setHeading(Angle heading)
heading
 The direction to aim the view in degreesvoid setOrientation(Position eyePosition, Position centerPosition)
eyePosition
, and the center of the screen is the specified centerPosition
.
Specifically, implementations must determine what the up direction will be given these parameters, and apply
these parameters in a meaningful way.eyePosition
 Position of they eye.centerPosition
 Position of the screen center.void setPitch(Angle pitch)
pitch
 The pitch of the view.Matrix setReferenceCenter(DrawContext dc, Vec4 referenceCenter)
dc
 the drawing context.referenceCenter
 the new reference centerreferenceCenter
, or null if this method failed.IllegalArgumentException
 if referenceCenter
is null, if dc
is null, or if the
Globe
or GL
instances in dc
are null.pushReferenceCenter(gov.nasa.worldwind.render.DrawContext, gov.nasa.worldwind.geom.Vec4)
void setRoll(Angle roll)
roll
 New roll. May not be null.void stopAnimations()
View
void stopMovement()
View
.Vec4 unProject(Vec4 windowPoint)
Point
in screen coordinates to a Point
in model coordinates. The input x and y
are relative to the lower left hand screen corner, while z is the screen depthcoordinate. If the screen point
cannot be successfully mapped, this will return null.windowPoint
 the window coordinate Point
to project.Point
.IllegalArgumentException
 if windowPoint
is null.