Android Open Source - geoar-app Cube Feature2






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Java Source Code

/**
 * Copyright 2012 52North Initiative for Geospatial Open Source Software GmbH
 *//  www.ja va2  s  .  c o  m
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *    http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
package org.n52.geoar.view.geoar.gl.mode.features;

import org.n52.geoar.view.geoar.gl.mode.RenderFeature2;

import android.opengl.GLES20;

/**
 * 
 * @author Arne de Wall <a.dewall@52North.org>
 *
 */
public class CubeFeature2 extends RenderFeature2 {
  

  // X, Y, Z
  // Unused
  final float[] cubePositionData =
  {
      // In OpenGL counter-clockwise winding is default. This means that when we look at a triangle, 
      // if the points are counter-clockwise we are looking at the "front". If not we are looking at
      // the back. OpenGL has an optimization where all back-facing triangles are culled, since they
      // usually represent the backside of an object and aren't visible anyways.
      
      // Front face
      -1.0f, 1.0f, 1.0f,        
      -1.0f, -1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 
      -1.0f, -1.0f, 1.0f,         
      1.0f, -1.0f, 1.0f,
      1.0f, 1.0f, 1.0f,
      
      // Right face
      1.0f, 1.0f, 1.0f,        
      1.0f, -1.0f, 1.0f,
      1.0f, 1.0f, -1.0f,
      1.0f, -1.0f, 1.0f,        
      1.0f, -1.0f, -1.0f,
      1.0f, 1.0f, -1.0f,
      
      // Back face
      1.0f, 1.0f, -1.0f,        
      1.0f, -1.0f, -1.0f,
      -1.0f, 1.0f, -1.0f,
      1.0f, -1.0f, -1.0f,        
      -1.0f, -1.0f, -1.0f,
      -1.0f, 1.0f, -1.0f,
      
      // Left face
      -1.0f, 1.0f, -1.0f,        
      -1.0f, -1.0f, -1.0f,
      -1.0f, 1.0f, 1.0f, 
      -1.0f, -1.0f, -1.0f,        
      -1.0f, -1.0f, 1.0f, 
      -1.0f, 1.0f, 1.0f, 
      
      // Top face
      -1.0f, 1.0f, -1.0f,        
      -1.0f, 1.0f, 1.0f, 
      1.0f, 1.0f, -1.0f, 
      -1.0f, 1.0f, 1.0f,         
      1.0f, 1.0f, 1.0f, 
      1.0f, 1.0f, -1.0f,
      
      // Bottom face
      1.0f, -1.0f, -1.0f,        
      1.0f, -1.0f, 1.0f, 
      -1.0f, -1.0f, -1.0f,
      1.0f, -1.0f, 1.0f,         
      -1.0f, -1.0f, 1.0f,
      -1.0f, -1.0f, -1.0f,
  };  
  
  // R, G, B, A
  // TODO unused
  final float[] cubeColorData =
  {        
      // Front face (red)
      1.0f, 0.0f, 0.0f, 1.0f,        
      1.0f, 0.0f, 0.0f, 1.0f,
      1.0f, 0.0f, 0.0f, 1.0f,
      1.0f, 0.0f, 0.0f, 1.0f,        
      1.0f, 0.0f, 0.0f, 1.0f,
      1.0f, 0.0f, 0.0f, 1.0f,
      
      // Right face (green)
      0.0f, 1.0f, 0.0f, 1.0f,        
      0.0f, 1.0f, 0.0f, 1.0f,
      0.0f, 1.0f, 0.0f, 1.0f,
      0.0f, 1.0f, 0.0f, 1.0f,        
      0.0f, 1.0f, 0.0f, 1.0f,
      0.0f, 1.0f, 0.0f, 1.0f,
      
      // Back face (blue)
      0.0f, 0.0f, 1.0f, 1.0f,        
      0.0f, 0.0f, 1.0f, 1.0f,
      0.0f, 0.0f, 1.0f, 1.0f,
      0.0f, 0.0f, 1.0f, 1.0f,        
      0.0f, 0.0f, 1.0f, 1.0f,
      0.0f, 0.0f, 1.0f, 1.0f,
      
      // Left face (yellow)
      1.0f, 1.0f, 0.0f, 1.0f,        
      1.0f, 1.0f, 0.0f, 1.0f,
      1.0f, 1.0f, 0.0f, 1.0f,
      1.0f, 1.0f, 0.0f, 1.0f,        
      1.0f, 1.0f, 0.0f, 1.0f,
      1.0f, 1.0f, 0.0f, 1.0f,
      
      // Top face (cyan)
      0.0f, 1.0f, 1.0f, 1.0f,        
      0.0f, 1.0f, 1.0f, 1.0f,
      0.0f, 1.0f, 1.0f, 1.0f,
      0.0f, 1.0f, 1.0f, 1.0f,        
      0.0f, 1.0f, 1.0f, 1.0f,
      0.0f, 1.0f, 1.0f, 1.0f,
      
      // Bottom face (magenta)
      1.0f, 0.0f, 1.0f, 1.0f,        
      1.0f, 0.0f, 1.0f, 1.0f,
      1.0f, 0.0f, 1.0f, 1.0f,
      1.0f, 0.0f, 1.0f, 1.0f,        
      1.0f, 0.0f, 1.0f, 1.0f,
      1.0f, 0.0f, 1.0f, 1.0f
  };
  
  // X, Y, Z
  // The normal is used in light calculations and is a vector which points
  // orthogonal to the plane of the surface. For a cube model, the normals
  // should be orthogonal to the points of each face.
  // TODO Unused
  final float[] cubeNormalData =
  {                        
      // Front face
      0.0f, 0.0f, 1.0f,        
      0.0f, 0.0f, 1.0f,
      0.0f, 0.0f, 1.0f,
      0.0f, 0.0f, 1.0f,        
      0.0f, 0.0f, 1.0f,
      0.0f, 0.0f, 1.0f,
      
      // Right face 
      1.0f, 0.0f, 0.0f,        
      1.0f, 0.0f, 0.0f,
      1.0f, 0.0f, 0.0f,
      1.0f, 0.0f, 0.0f,        
      1.0f, 0.0f, 0.0f,
      1.0f, 0.0f, 0.0f,
      
      // Back face 
      0.0f, 0.0f, -1.0f,        
      0.0f, 0.0f, -1.0f,
      0.0f, 0.0f, -1.0f,
      0.0f, 0.0f, -1.0f,        
      0.0f, 0.0f, -1.0f,
      0.0f, 0.0f, -1.0f,
      
      // Left face 
      -1.0f, 0.0f, 0.0f,        
      -1.0f, 0.0f, 0.0f,
      -1.0f, 0.0f, 0.0f,
      -1.0f, 0.0f, 0.0f,        
      -1.0f, 0.0f, 0.0f,
      -1.0f, 0.0f, 0.0f,
      
      // Top face 
      0.0f, 1.0f, 0.0f,      
      0.0f, 1.0f, 0.0f,
      0.0f, 1.0f, 0.0f,
      0.0f, 1.0f, 0.0f,        
      0.0f, 1.0f, 0.0f,
      0.0f, 1.0f, 0.0f,
      
      // Bottom face 
      0.0f, -1.0f, 0.0f,      
      0.0f, -1.0f, 0.0f,
      0.0f, -1.0f, 0.0f,
      0.0f, -1.0f, 0.0f,        
      0.0f, -1.0f, 0.0f,
      0.0f, -1.0f, 0.0f
  };
  
  // S, T (or X, Y)
  // Texture coordinate data.
  // Because images have a Y axis pointing downward (values increase as you move down the image) while
  // OpenGL has a Y axis pointing upward, we adjust for that here by flipping the Y axis.
  // What's more is that the texture coordinates are the same for every face.
  final float[] cubeTextureCoordinateData =
  {                        
      // Front face
      0.0f, 0.0f,         
      0.0f, 1.0f,
      1.0f, 0.0f,
      0.0f, 1.0f,
      1.0f, 1.0f,
      1.0f, 0.0f,        
      
      // Right face 
      0.0f, 0.0f,         
      0.0f, 1.0f,
      1.0f, 0.0f,
      0.0f, 1.0f,
      1.0f, 1.0f,
      1.0f, 0.0f,  
      
      // Back face 
      0.0f, 0.0f,         
      0.0f, 1.0f,
      1.0f, 0.0f,
      0.0f, 1.0f,
      1.0f, 1.0f,
      1.0f, 0.0f,  
      
      // Left face 
      0.0f, 0.0f,         
      0.0f, 1.0f,
      1.0f, 0.0f,
      0.0f, 1.0f,
      1.0f, 1.0f,
      1.0f, 0.0f,  
      
      // Top face 
      0.0f, 0.0f,         
      0.0f, 1.0f,
      1.0f, 0.0f,
      0.0f, 1.0f,
      1.0f, 1.0f,
      1.0f, 0.0f,  
      
      // Bottom face 
      0.0f, 0.0f,         
      0.0f, 1.0f,
      1.0f, 0.0f,
      0.0f, 1.0f,
      1.0f, 1.0f,
      1.0f, 0.0f
  };

  /*****************************
   * static variables
   *****************************/
  
  // R, G, B, A
  private final float[] colors =
  {        
      // Front face (red)
      1.0f, 0.0f, 0.0f, 1.0f,        
      1.0f, 0.0f, 0.0f, 1.0f,
      1.0f, 0.0f, 0.0f, 1.0f,
      1.0f, 0.0f, 0.0f, 1.0f,        
      1.0f, 0.0f, 0.0f, 1.0f,
      1.0f, 0.0f, 0.0f, 1.0f,
      
      // Right face (green)
      0.0f, 1.0f, 0.0f, 1.0f,        
      0.0f, 1.0f, 0.0f, 1.0f,
      0.0f, 1.0f, 0.0f, 1.0f,
      0.0f, 1.0f, 0.0f, 1.0f,        
      0.0f, 1.0f, 0.0f, 1.0f,
      0.0f, 1.0f, 0.0f, 1.0f,
      
      // Back face (blue)
      0.0f, 0.0f, 1.0f, 1.0f,        
      0.0f, 0.0f, 1.0f, 1.0f,
      0.0f, 0.0f, 1.0f, 1.0f,
      0.0f, 0.0f, 1.0f, 1.0f,        
      0.0f, 0.0f, 1.0f, 1.0f,
      0.0f, 0.0f, 1.0f, 1.0f,
      
      // Left face (yellow)
      1.0f, 1.0f, 0.0f, 1.0f,        
      1.0f, 1.0f, 0.0f, 1.0f,
      1.0f, 1.0f, 0.0f, 1.0f,
      1.0f, 1.0f, 0.0f, 1.0f,        
      1.0f, 1.0f, 0.0f, 1.0f,
      1.0f, 1.0f, 0.0f, 1.0f,
      
      // Top face (cyan)
      0.0f, 1.0f, 1.0f, 1.0f,        
      0.0f, 1.0f, 1.0f, 1.0f,
      0.0f, 1.0f, 1.0f, 1.0f,
      0.0f, 1.0f, 1.0f, 1.0f,        
      0.0f, 1.0f, 1.0f, 1.0f,
      0.0f, 1.0f, 1.0f, 1.0f,
      
      // Bottom face (magenta)
      1.0f, 0.0f, 1.0f, 1.0f,        
      1.0f, 0.0f, 1.0f, 1.0f,
      1.0f, 0.0f, 1.0f, 1.0f,
      1.0f, 0.0f, 1.0f, 1.0f,        
      1.0f, 0.0f, 1.0f, 1.0f,
      1.0f, 0.0f, 1.0f, 1.0f
  };

  // R, G, B, A
  private final float[] whitecolors =
  {        
      // Front face (red)
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,
      
      // Right face (green)
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,
      
      // Back face (blue)
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,
      
      // Left face (yellow)
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,
      
      // Top face (cyan)
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,
      
      // Bottom face (magenta)
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f,        
      1.0f, 1.0f, 1.0f, 1.0f,
      1.0f, 1.0f, 1.0f, 1.0f
  };

  
  
  private final float[] vertices =
  {
      // In OpenGL counter-clockwise winding is default. This means that when we look at a triangle, 
      // if the points are counter-clockwise we are looking at the "front". If not we are looking at
      // the back. OpenGL has an optimization where all back-facing triangles are culled, since they
      // usually represent the backside of an object and aren't visible anyways.
      
      // Front face
      -0.5f, 0.5f, 0.5f,        
      -0.5f, -0.5f, 0.5f,
      0.5f, 0.5f, 0.5f, 
      -0.5f, -0.5f, 0.5f,         
      0.5f, -0.5f, 0.5f,
      0.5f, 0.5f, 0.5f,
      
      // Right face
      0.5f, 0.5f, 0.5f,        
      0.5f, -0.5f, 0.5f,
      0.5f, 0.5f, -0.5f,
      0.5f, -0.5f, 0.5f,        
      0.5f, -0.5f, -0.5f,
      0.5f, 0.5f, -0.5f,
      
      // Back face
      0.5f, 0.5f, -0.5f,        
      0.5f, -0.5f, -0.5f,
      -0.5f, 0.5f, -0.5f,
      0.5f, -0.5f, -0.5f,        
      -0.5f, -0.5f, -0.5f,
      -0.5f, 0.5f, -0.5f,
      
      // Left face
      -0.5f, 0.5f, -0.5f,        
      -0.5f, -0.5f, -0.5f,
      -0.5f, 0.5f, 0.5f, 
      -0.5f, -0.5f, -0.5f,        
      -0.5f, -0.5f, 0.5f, 
      -0.5f, 0.5f, 0.5f, 
      
      // Top face
      -0.5f, 0.5f, -0.5f,        
      -0.5f, 0.5f, 0.5f, 
      0.5f, 0.5f, -0.5f, 
      -0.5f, 0.5f, 0.5f,         
      0.5f, 0.5f, 0.5f, 
      0.5f, 0.5f, -0.5f,
      
      // Bottom face
      0.5f, -0.5f, -0.5f,        
      0.5f, -0.5f, 0.5f, 
      -0.5f, -0.5f, -0.5f,
      0.5f, -0.5f, 0.5f,         
      -0.5f, -0.5f, 0.5f,
      -0.5f, -0.5f, -0.5f,
  };  
  
  /** standard vertices array */
  private final float[] normals = {
      // Front face
      0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
      0.0f, 0.0f,
      1.0f,
      0.0f,
      0.0f,
      1.0f,
      0.0f,
      0.0f,
      1.0f,

      // Right face
      1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
      1.0f, 0.0f, 0.0f,
      1.0f,
      0.0f,
      0.0f,
      1.0f,
      0.0f,
      0.0f,

      // Back face
      0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
      -1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
      0.0f,
      -1.0f,
      0.0f,
      0.0f,
      -1.0f,

      // Left face
      -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
      0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
      -1.0f,
      0.0f,
      0.0f,

      // Top face
      0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
      0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
      0.0f,

      // Bottom face
      0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f,
      0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
      -1.0f, 0.0f };


  
//  /** standard indices array */
//  private static final short[] indices = { 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6,
//      2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1,
//      3, 1, 2 };

  /***************************
   * Constructor
   ***************************/
  public CubeFeature2() {
    this.drawingMode = GLES20.GL_TRIANGLES;
    this.heightOffset = -0.5f;
  }

  @Override
  public void onCreateInGLESThread() {
    setRenderObjectives(vertices, whitecolors, normals, cubeTextureCoordinateData);
  }

  @Override
  public void setOpenGLPreRenderingSettings() {

  }

  @Override
  public void onPreRender() {

  }


  
  
//  /** standard color array */
//  private static final float[] whitecolors = { 
//    1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
//    1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 
//    1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 
//    1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 
//    1, 1, 1, 1, 1, 1, 1, 1,  1, 1, 1, 1, 
//    1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 
//    1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 
//    1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
//
//  /** standard vertices array */
//  private static final float[] vertices = {
//        -0.5f,   -0.5f,   -0.5f,
//        0.5f,   -0.5f,   -0.5f,
//        0.5f,    0.5f,   -0.5f,
//        -0.5f,  0.5f,   -0.5f,
//        -0.5f,   -0.5f,  0.5f,
//        0.5f,   -0.5f,  0.5f,
//        0.5f,    0.5f,    0.5f,
//        -0.5f,  0.5f,    0.5f,
//  };
//
//  /** standard normals array */
//  private static final float[] normals = { 
//      0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // front
//      1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // right
//      0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, // back
//      -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // left
//      0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // top
//      0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, // bottom
//  };
//
//  /** standard indices array */
//  private static final short[] indices = {
//        0, 4, 5,    0, 5, 1,
//        1, 5, 6,    1, 6, 2,
//        2, 6, 7,    2, 7, 3,
//        3, 7, 4,    3, 4, 0,
//        4, 7, 6,    4, 6, 5,
//        3, 0, 1,    3, 1, 2
//  };
}




Java Source Code List

.DataSourcesOverlay.java
.VisualizationOverlayItem.java
org.n52.geoar.AboutDialog.java
org.n52.geoar.DataSourceListAdapter.java
org.n52.geoar.GeoARActivity.java
org.n52.geoar.GeoARApplication.java
org.n52.geoar.ar.view.ARFragment.java
org.n52.geoar.ar.view.ARObject.java
org.n52.geoar.ar.view.ARView.java
org.n52.geoar.ar.view.DataSourceVisualizationHandler.java
org.n52.geoar.ar.view.IntroController.java
org.n52.geoar.ar.view.IntroViewer.java
org.n52.geoar.ar.view.gl.ARSurfaceViewRenderer.java
org.n52.geoar.ar.view.gl.ARSurfaceView.java
org.n52.geoar.ar.view.gl.GLESCamera.java
org.n52.geoar.ar.view.gl.MultisampleConfigs.java
org.n52.geoar.ar.view.gl.SurfaceTopology.java
org.n52.geoar.ar.view.overlay.ARCanvasSurfaceView.java
org.n52.geoar.ar.view.overlay.GUIDrawable.java
org.n52.geoar.ar.view.overlay.Radar.java
org.n52.geoar.exception.UnsupportedGeometryType.java
org.n52.geoar.map.view.DataSourceOverlayHandler.java
org.n52.geoar.map.view.GeoARMapView.java
org.n52.geoar.map.view.MapActivityContext.java
org.n52.geoar.map.view.MapFragment.java
org.n52.geoar.map.view.overlay.DataSourceOverlay.java
org.n52.geoar.map.view.overlay.DataSourcePointOverlay.java
org.n52.geoar.map.view.overlay.DataSourcePolygonOverlay.java
org.n52.geoar.map.view.overlay.DataSourcePolylineOverlay.java
org.n52.geoar.map.view.overlay.DataSourcesOverlay.java
org.n52.geoar.map.view.overlay.OverlayType.java
org.n52.geoar.map.view.overlay.PointOverlayType.java
org.n52.geoar.map.view.overlay.PolygonOverlayType.java
org.n52.geoar.map.view.overlay.PolylineOverlayType.java
org.n52.geoar.newdata.CheckList.java
org.n52.geoar.newdata.DataCache.java
org.n52.geoar.newdata.DataSourceHolder.java
org.n52.geoar.newdata.DataSourceInstanceHolder.java
org.n52.geoar.newdata.DataSourceInstanceSettingsDialogActivity.java
org.n52.geoar.newdata.InstalledPluginHolder.java
org.n52.geoar.newdata.PluginActivityContext.java
org.n52.geoar.newdata.PluginContext.java
org.n52.geoar.newdata.PluginDialogFragment.java
org.n52.geoar.newdata.PluginDownloadHolder.java
org.n52.geoar.newdata.PluginDownloader.java
org.n52.geoar.newdata.PluginFragment.java
org.n52.geoar.newdata.PluginGridAdapter.java
org.n52.geoar.newdata.PluginHolder.java
org.n52.geoar.newdata.PluginLoader.java
org.n52.geoar.newdata.PluginLogger.java
org.n52.geoar.newdata.PluginStateInputStream.java
org.n52.geoar.newdata.Tile.java
org.n52.geoar.settings.DateTimeSettingsViewField.java
org.n52.geoar.settings.DateUtils.java
org.n52.geoar.settings.NumberSettingsViewField.java
org.n52.geoar.settings.SettingsException.java
org.n52.geoar.settings.SettingsHelper.java
org.n52.geoar.settings.SettingsViewField.java
org.n52.geoar.settings.SettingsView.java
org.n52.geoar.settings.SpinnerSettingsViewField.java
org.n52.geoar.settings.StringSettingsViewField.java
org.n52.geoar.tracking.camera.CameraView.java
org.n52.geoar.tracking.camera.RealityCamera.java
org.n52.geoar.tracking.location.AdaptiveLowPassSensorBuffer.java
org.n52.geoar.tracking.location.LocationHandler.java
org.n52.geoar.tracking.location.LowPassSensorBuffer.java
org.n52.geoar.tracking.location.MeanSensorBuffer.java
org.n52.geoar.tracking.location.SensorBuffer.java
org.n52.geoar.view.InfoView.java
org.n52.geoar.view.geoar.CalibrationControlView.java
org.n52.geoar.view.geoar.Settings.java
org.n52.geoar.view.geoar.gl.mode.BilligerColorShader.java
org.n52.geoar.view.geoar.gl.mode.BilligerLightShader.java
org.n52.geoar.view.geoar.gl.mode.BilligerTextureShader.java
org.n52.geoar.view.geoar.gl.mode.BoundingBox.java
org.n52.geoar.view.geoar.gl.mode.FeatureShader.java
org.n52.geoar.view.geoar.gl.mode.PhongFeatureShader.java
org.n52.geoar.view.geoar.gl.mode.RenderFeature2.java
org.n52.geoar.view.geoar.gl.mode.Spatial.java
org.n52.geoar.view.geoar.gl.mode.TextureFeatureShader.java
org.n52.geoar.view.geoar.gl.mode.Texture.java
org.n52.geoar.view.geoar.gl.mode.features.CubeFeature2.java
org.n52.geoar.view.geoar.gl.mode.features.FlatCircleFeature.java
org.n52.geoar.view.geoar.gl.mode.features.HeightMapFeature.java
org.n52.geoar.view.geoar.gl.mode.features.NewGridFeature.java
org.n52.geoar.view.geoar.gl.mode.features.ReferencedGridFeature.java
org.n52.geoar.view.geoar.gl.mode.features.SphereFeature.java
org.n52.geoar.view.geoar.gl.mode.features.TriangleFeature.java