World Wind v1.4 API Specification
From World Wind Wiki
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.
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...