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                                         Stefano Tranquillini 
                                            Street Builder 
Raffaele De Amicis, Giuseppe Conti   Principi di Computer Grafica – UNITN 08‐09 




                                                       
 
     
Summary 
Abstract ....................................................................................................................................................................6 
Street Builder ............................................................................................................................................................6 
   Library used ..........................................................................................................................................................6 
Interface ...................................................................................................................................................................6 
   Load and Save .......................................................................................................................................................7 
   Add .......................................................................................................................................................................7 
   Edit ........................................................................................................................................................................7 
   Pick........................................................................................................................................................................7 
   Move .....................................................................................................................................................................7 
   Delete ...................................................................................................................................................................8 
   Setting ...................................................................................................................................................................8 
The Project’s file .......................................................................................................................................................8 
   Street ....................................................................................................................................................................8 
   Shape ....................................................................................................................................................................8 
       Street ................................................................................................................................................................8 
       Guard rail ..........................................................................................................................................................9 
The classes ............................................................................................................................................................. 10 
How Project Works ................................................................................................................................................ 10 
   Construction of a street ..................................................................................................................................... 10 
   Modification of points ....................................................................................................................................... 15 
   Modification of the terrain ................................................................................................................................ 16 
       Rectangular Tessellator ................................................................................................................................. 16 
       ModifiedTerrain ............................................................................................................................................. 20 
       TerrainBoundary ............................................................................................................................................ 21 
Some Results and image  ....................................................................................................................................... 22 
                      .
   Modification of terrain ...................................................................................................................................... 22 
   Line construction ............................................................................................................................................... 23 
   Blend .................................................................................................................................................................. 23 
   Tile density  ........................................................................................................................................................ 25 
               .
Conclusion ............................................................................................................................................................. 26 
   Possible extension ............................................................................................................................................. 26 
Known bugs ....................................................................................................................................................... 26 
 

                                                  
     
Abstract 
                     This  project  aim  to  be  a  run‐time  street  builder  done  inside  World 
                     Wind.  This  application  works  drawing  texturized  shapes  accordingly 
                     to the positions given by the user. The program modifies the terrain 
                     taken the elevation from these shapes in order to have a street every 
                     time  over  the  terrain.  User  can:  add  and  remove  pieces  of  a  shape, 
                     add and remove shape, select shapes already present, move points of 
                     the street, modify the blend. All these stuff are explained inside this 
                     paper. 


Street Builder 

Library used 
Inside this project I’d use: 

    •    World Wind source by NASA. Use the modify package (jar)! 
    •    JTS: java topological suite. 
    •    JOGL: a binding of OpenGL in java. 
    •    SimpleFramework to store and load XML. 


Interface 




                                                                                                        
 
                                                                                              
Load        Save        Add          Edit           Pick         Move    Delete        Setting     Information 

        •   Load: permits to load shape or shapes from file. 
        •   Save: store shape or shapes into a file.  
        •   Add: Adding a shape (street). 
        •   Edit: adding or removing pieces of the shape. 
        •   Pick: select a shape. 
        •   Move: permits to move the points of the street, and the Bezier control point. 
        •   Delete: remove the current shape. 
        •   Setting: change the setting of the system. 

 Load and Save 
 The user can select or specify the file to store or load. 

 Add  
                                                  This interface appears when a user tries to add a shape. The user 
                                                  can select the type of the street and the type of the guardrail. 
                                                  As we can see, each street has a different texture and dimension. 
                                                  Same thing for the guardrails. 
                                                   
                                                  All these information are store into a XML file. 




 Edit 
 The user can works on the current shape. If no shape is selected the add dialog is displayed and the user can 
 specify the new shape to add. The edit functionality permits to: 

        •   Add a piece: simply click on the terrain with the left mouse button 
        •   Remove a piece: Clicking by the right mouse button 

 Pick 
 This function permits to select a shape. When is activates and the mouse rollover a shape the shape become 
 green. If the user click on the shape, the shape become the current shape and the user can work on it. 

 Move 
 Clicking on this button, the system shown points on the current shape, points for: start and end pieces, 3 points 
 for the Bezier. 

 If inside setting, snap is enabling, the points of the street can be moved only on the middle line of the pieces. 

  
NB: Bezier point can be: 

    •     Move: Simply click and drag the point 
    •     Rotate: Press and hold the “A” button and drag the point. 
    •     Resize: Press and hold the “S” button and drag the point. 

These last three functionalities are given to let at the user a way to have a better result. 

Delete 
Remove an entire shape. When a shape has to be removed a prompt is shown and the street becomes green. 

Setting 
                          This is the setting’s dialog, the user can specified: 
                              • The numbers of points that will be add at the current tile density. 
                              • If shown or not the current shape 
                              • If shown or not the interior boundary (grid) 
                              • If the points have to be snapped: the points is moved on the line of the quad, 
                                   otherwise the movement is freehand. 
                              • If has to be shown the construction line. (see the results section ) 
                              • The path of the skirt Texture 
                              • The path from where load the shape configuration. 
                                    
                          When click on save these information are stored into a file. 



                       


The Project’s file 
Al lots of stuff are stored in files: shapes’ setting and the streets done by the user. 

Street 
In order to store the street the system serialize a class that aim to transport the information of the street. 

Shape 
There are two type of shape: street and guardrail. To add new shape need to construct a new file that follows 
the structure above. 

Street 
<shapeConfig>                                               Contains: 
   <path>shapecity.png</path>                              The texture path 
   <delta_width>6.0</delta_width>
   <name>City Street </name>
                                                            The dimension 
   <description> </description>                             The name and a description. 
</shapeConfig>
 
Guard rail 
<guardrailConfig>                              Contains: 
   <texGuard>shapeguardrail1.png</texGuard>   The texture path 
   <dimGuard>1.0</dimGuard>
   <name>GuardRail 1</name>
                                               The dimension (elevation) 
</guardrailConfig>                             The name and a description. 
 
 

                            
The classes 
This section contains a brief explanation of the classes. To have a better explanation looks on the JavaDoc or 
inside the code. 

                                         • Gui: Contains the gui parts (the prompts shown on add and setting) 
                                         • Information: Contains a static class (TempAdd). This class is used to 
                                           share information into the project 
                                         • Main: Contains the main class. This class manages the menu and the 
                                           interaction. 
                                         • Setting: This package contains the setting parts of the system. 
                                         • Shape: Contains the classes that are used to build and render the 
                                           shape. Shape is the parent class that contains a list of shapeQuad. 
                                           Each ShapQuad is a piece of the street. 
                                         • Terrain: This package contains the classes used to modify the 
                                           terrain. ModifiedTerrain is the parent class that contains a list of 
                                           TerrainBoundary. The RectangularTessellator is a modified version 
                                           of the RectangularTessleator done by world wind. 
                                           Dragable classes are used to allow the movement of the points. 
                                         • UTIL:  This package contains the util part of the system 
                                                o Listener: The manager of the listener: mouse and keyboard 
                                                o Geom: My class that is used to compute line, intersection 
                                                    and other things. 
                                                o Other: Class that allows a simply way to load stuff 




                                     


How Project Works 
In this section there’s the explanation about how the project works. 

Construction of a street 
The construction of a street is done in two different ways. The first time is a simple construction of a rectangle 
around a line (see image 1, 2 and 3). When a new piece is added the previous quad is cut and the new quad is 
added. Between these two quads a number of quads are added as connectors that are used to construct a 
blend. 
Construct a line with two points. 




Construct the rectangle around the line 




Add a new point. 
Construct the rectangle around the second and third points. As 
we can see the rectangles are overlapped and are not 
connected. 




To avoid the problem mentioned above, compute the line of 
the left boundary (green) and right boundary (red) and the 
center line (blue). 
Use these lines to find the new point of the rectangle. 
As we can see in the figure the intersection in red is the new 
points for the rectangle (has the minimum distance).  




Compute the normal line for the center line that pass inside 
the intersection point. This new point (the intersection of 
middle line and the normal line) give the new rectangle. 
The new squares compute. 




Compute Bezier for the internal and external, in order to have 
a good result in a simply way for all the possible case. 
http://en.wikipedia.org/wiki/B%C3%A9zier_bend 
In this figure a simple bend done by the system. 
 
 
 
 
 
 
 
 
 
 
 
The user can modify the bend moving the points. 
The result. 




                                                 NB: the vertexes are named in this way. The Boundary indexes 
                                                 are 2 and 3 near the start position and 0, 1 near the end. This 
                                                 is done by JTS that give us the boundary in this way. 
                                                 This figure is useful to understand how the algorithm for the 
                                                 newPieces works and how the vertexes are attached. 




 

These entire steps are done using a Meters coordinates, WW works in lat Lon (angle) and so, inside the render, 
there’s a converting of the coordinate in latlon done using a class PositionUtil:  

private Position fromUTMtoPosition(Position p, Coordinate e)
 
Inside the converting step there’s the calculation of the guard rail points done taken the boundary of the street 
and computing points that has an elevation plus the elevation of guard rail. 
In render step, each quad render a skirt from the boundary of the street to the center of the earth. 
The guardrail and the skirt. 
                                                         The skirt is shown better in the following image. 




 

Modification of points 
The project permits to modify the point of the street. Clicking on button, on the shape appears some points, 
these points’ permits to move the pieces of the shape or the Bezier points. 




 

When a point is moved, the system recalculates all the connectors and the new vertices. These steps are done 
in the render. 
 

The modification of the streets permits to create a lot of different type of bend. 

Using the “A” key hold and the movement of the mouse the point are rotated, if press “S” the points change its 
distance.  

Modification of the terrain 
When a new piece is added the project adds a TerrainBoundary at the quad. The TerrainBoundary class 
contains some proprieties and methods to compute the elevation of the points. First of all contains two points: 
the same of the street (the points around of which the rectangle is computed) used to create the rectangle of 
the points that will be modified.  

The use of TerrainBoundary is done by ModifiedTerrain class and this last class is called inside 
RectangularTessellator. 

Rectangular Tessellator 
RectangularTessellator is the class that calculate and create tiles and points, there’s a modification in two 
function that’s: BuildVerts and MakeVerts. 

A hashmap is added inside the RectangularTessellator in order to have a sort of cache of my modified terrain 

private HashMap<TileKey, ModifiedTerrain> ModifiedTerrains = new HashMap<TileKey,
ModifiedTerrain>();
 
MakeVerts  
 

                                      The creation of the ModifiedTerrain 

if (Setting.showInterior == this.makeTileSkirts) {
       this.makeTileSkirts = !Setting.showInterior;
       WorldWind.getMemoryCache(CACHE_ID).clear();
       dc.getModel().setShowWireframeInterior(Setting.showInterior);
} 

This part is done to shown the interior Wireframe without the skirt. If there’s a change remove all the cache 
and recomputed all the tiles 

MemoryCache cache = WorldWind.getMemoryCache(CACHE_ID);
CacheKey cacheKey = this.createCacheKey(dc, tile, resolution);
 
Read the cache of WW 

if (!TempAdd.toRemove) {
       tile.ri = (RenderInfo) cache.getObject(cacheKey);
              if (tile.ri != null) {
                     return;
              }
} else {
       ModifiedTerrains.clear();
       cache.clear();
       cacheKey = null;
}
 
If there’s a modification (a pieces is added or removed: the ELSE branch) remove my cache and all the cache. 
Otherwise (the IF branch) load the information already present. 
 
int totShape = TempAdd.shapes.size();
ModifiedTerrain mf = new ModifiedTerrain();

if (ModifiedTerrains.containsKey(tile.getTileKey())) {
       mf = ModifiedTerrains.get(tile.getTileKey());
} else {
       //construtct all.
       mf = new ModifiedTerrain();
              for (int i = 0; i < totShape; i++) {
              Shape Shape_now = TempAdd.shapes.get(i);
              if (tile.sector.intersects(Shape_now.sector())) {
                     int tot_pice = Shape_now.pieces.size();
                     for (int j = 0; j < tot_pice; j++) {
                            TerrainBoundary sq = Shape_now.pieces.get(j).terrainBoundary;
                            if (tile.sector.intersects(sq.sector())) {
                                   mf.addTerrainBoundary(sq);
                            }
                            Vector<ShapeQuad> connectors =
                            (Vector<ShapeQuad>)Shape_now.connectors.get(j + "-" + (j + 1));
                            if (connectors != null) {
                                   int tot_partial = connectors.size();
                                   for (int k = 0; k < tot_partial; k++) {
                                          TerrainBoundary tb =
                                          connectors.get(k).terrainBoundary;
                                          if (tile.sector.intersects(tb.sector())) {
                                                 mf.addTerrainBoundary(tb);
                                          }
                                   }
                            }
                     }
                     mf.isModified = true;
              }
       }
} 
This part is the construction of the Modified terrain for the current tile. First check if inside my HashMap 
already present the modified terrain, if true: load it. Otherwise recreate all the Modified terrain. 
For each shape check if the shape intersect the current tile. If is true check if a single piece intersect the tile, if 
the answer is positive, add this piece; otherwise do nothing. Same thing is done for connectors. At the end I’ve 
inside the ModifiedTerrain all the TerrainBoundary of all shape that is contained in this tile. 

if (mf.isModified) {
       ModifiedTerrains.put(tile.getTileKey(), mf);
       tile.mf = mf;
}
tile.ri = this.buildVerts(dc, tile, resolution, this.makeTileSkirts);
if (tile.ri != null && tile.ri.resolution >= 0) {
       cacheKey = this.createCacheKey(dc, tile, tile.ri.resolution);
       cache.add(cacheKey, tile.ri, tile.ri.getSizeInBytes());
}
In this step set the cache and add the ModifiedTerrain at the tile. 

BuildVerts 




                                                                                                                            

                                          The calculation of the elevation. 

if (tile.mf != null) {
       density += tile.mf.density;
}
If ModifiedTerrain info exists, change the density adding the information of MT. 

..skip code skip code is the same of WW.. 

if (tile.mf != null) {
       double t_wwEle = elevations.getElevation(lat.radians, lon.radians);
       double t_elev = tile.mf.getElevation(lat, lon, delta, t_wwEle);
       elevation = t_elev;
} else {
       elevation = elevations.getElevation(lat.radians, lon.radians);
}
 

If Modified Terrain information exists then calculate the elevation of WW, and using this elevation as 
parameter, passing lat lon of the point and the delta (the distance of two point) take the elevation from 
Modified terrain (I’ll explain this function in the next section). Otherwise if no information is present take 
simple the elevation of WW. 

NB: in BuildVerts are passed all the points of the tile, not only the point contained into TerrainBoundary so I’ve 
implemented the check of intersection of sector and contains of the points (see the following parts, especially 
the TerrainBoundary) to have a better performance. 

ModifiedTerrain 
This class contains all the TerrainBoundary, in other words all the TerrainBoundary contained in the tile. The 
most important function is getElevation (is two methods, one public and one private) 

public double getElevation(Angle lat, Angle lon, double delta, double wwElevation) {
       Position p = new Position(lat, lon, 0);
       double e = getElevation(p, delta);
       if (e == 0) {
              return wwElevation;
       } else {
              return Math.min(wwElevation, e);
       }
}
This simply recall the private method and check if the private method give a 0 value (so, NO modification of 
elevation for this point) or return the minimum elevation between WWelevation and the project elevation. The 
function returns the minimum in order to have bridge if the point is over the terrain and a hole if the point is 
under the terrain. 

private double getElevation(Position p, double delta) {
       double ret = Double.MAX_VALUE;
       for (int i = 0; i < TerrainBoundarys.size(); i++) {
              TerrainBoundary q = TerrainBoundarys.get(i);
              if (q.contains(p, delta)) {
                     if (q.isMiddle()) {
                            return q.getElevation(p);
                     } else {
                            ret = Math.min(ret, q.getElevation(p));
                     }
              }
       }
       if (ret == Double.MAX_VALUE) {
              return 0;
       } else {
              return ret;
       }
}
 

This function check for all the TerrainBoundary contained if the points is contains of the current TB, if is 
contained check if is a connector piece (is middle), in this case simply return the elevation (there’s no 
interpolation to do) otherwise return the minimum elevation found for all the TerrainBoundary. 
The last if check there’s a modification or not. 

TerrainBoundary 
This class contains information of the terrain for a single piece.  

Contains: the sector of this piece; the two point of the piece in order to calculate the elevation (interpolation), 
these two points is the point uses to construct the piece of street and a polygon. The polygon is constructing 
using these two points and a delta value that change accordingly to delta value given by BuildVerts. This is done 
in order to check if the point is contained into this TB (so, needs to calculate the elevation) or not. 

From BuildVerts: tile.mf.getElevation(lat, lon, delta, t_wwEle);

Form ModifiedTerrain: q.contains(p, delta)

this delta value is the delta used to construct the rectangle of the terrain boundary. 

                                                    The red line is the middle line created from start to end point. 
                                                    The black rectangle is the street 
                                                    The blue rectangle is the rectangle that contains the point to 
                                                    modify. 
                                                     
                                                    The red point is a point that’s not taken by the interpolation. 
                                                    The green point is affected in elevation by the interpolation of 
                                                    these two point (start and end) 




 

The elevation is a simple interpolation of two point (start and end) done by a calculation of the distance (in 
latlon). 

The check of containing step is done using Polygon of JTS and "isContained" method. In order to have a better 
performance the polygon are stored into a hashmap to calculate these polygon once time. 

 

                                   
Some Results and image 
Modification of terrain 
                                                         The bridge: the terrain is below the line 




                                                     
                            




   A cutting of the terrain: the terrain is above the line In these 2 image we can see the difference of delta 
                                                           
                                                           
                                                           
                                                           
                                                           
                                                           
                                                           
                                                           
                                                           
                                                           
                                                           
                                                           
                                                           
                                                           
Line construction 
 
                                                         The system allows to shown only the construction 
                                                         line of a street. You can show using the setting gui. 




 

Blend 
Some blend shown by construction line and rendered shape. In 3rd and 4th figure there’s a modification of the 
rotation and distance of Bezier points. 
 
 

 
 
 
 
 
 
 
 
 
 
Tile density 
 
How change density affects the modification of the terrain: in first 0 added, second 40 added, last 100 added. 
The change of density takes only the tile that contains at least a pieces of a street. Otherwise the density still 
remain the same 




                                                                                                                  




 
Conclusion 
The project permits to construct street. New street type can be simply added using some special file XML. User 
can store and load streets from file, can pick and eliminated and change some setting, can modify points and 
blend.  All these stuff is done over WW using OpenGL and JTS. 

To run the project checks if the library are present. Check that the WW library is from MyWW modified library 
because I’ve modify some classes adding SimpleFramework stuff and other things to simplify my work (the 
name in ScreenAnnotation). 

Possible extension 
One extension is to add more points in Bezier in order to have a better result. Other extension can be: add 
some real constraint for the street like max and min slope, add the crossroad and other stuff.  

Known bugs 
The conversation from meters to latlon needs the hemisphere information. If a street goes across the equator 
the system return an exception. This is unsolvable in a simple way. 

Too much long street is not render as well. Some part is over the terrain interpolated. Probably is due to the 
spherical shape of the earth (is not a plane, the interpolation for long distance goes wrong) 

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