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Updated based on current efforts.

This commit is contained in:
curt 1999-03-08 21:59:52 +00:00
parent 7260c176a9
commit f3ce0c453c

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@ -276,8 +276,45 @@ subdivide triangles to ensure that they never get too long and
skinny. It will also let you set up boundaries and holes within the skinny. It will also let you set up boundaries and holes within the
triangulation area. triangulation area.
\subsection{Scenery Work Space}
The scenery is constructed in a directory structure that parallels the
final structure. The structure looks something like the following:
\begin{verbatim}
Scenery/ ->
w140n50/ ->
w140n60/ ->
w150n50/ ->
w141n59/ ->
w142n59/ ->
w148n59/ ->
533872.gz
533873.gz
533874.gz
\end{verbatim}
Beneath the scenery subdirectory is a series of subdirectories
representing 10x10 degree chunks. Each directory is named after the
lower left hand corner of the area it contains.
Beneath each of the 10x10 degree subdirectories is a subdirectory for
each 1x1 degree area. Within each of these 1x1 degree subdirectories,
is a file for each tile. The file name is the tile's unique numeric
index number. There can be multiple files per tile. When this is
needed, all files relating to a tile will have the same numeric root
for the file name.
\subsection{Preprocessing tools} \subsection{Preprocessing tools}
The preprocessing tools are responsible for inputing raw world data,
clipping it to the appropriate scenery tiles, outputing it into the
workspace directory tree.
The scenery assembly and creation tools work on each tile
individually, so they expect all the relevant information for a tile
to already be there.
\subsubsection{GenAirports} \subsubsection{GenAirports}
This tools inputs an ascii specification of the airports of the world This tools inputs an ascii specification of the airports of the world
@ -306,6 +343,14 @@ The ShapeFile tool will take the polygons from shapefiles (via GFC),
clip them to the appropriate tile boundares (via GPC) and write the clip them to the appropriate tile boundares (via GPC) and write the
resulting polygons to the appropriate tile in the scenery work space. resulting polygons to the appropriate tile in the scenery work space.
The file naming scheme is tile\_index.polygon\_id where tile\_index is
the unique numeric index number for the tile and polygon\_id is a
unique id for the corresponding polygon. Each polygon is assigned a
unique id before it is clipped against tile boundaries. Later we will
need to match up the edges of polygons with the pieces from the
neighboring tiles and this unique polygon id will enable us to do
this. Each polygon that is written out (no matter what the source or
type) should have a unique id number assigned to it.
\subsubsection{DemRaw2ascii} \subsubsection{DemRaw2ascii}
@ -428,6 +473,9 @@ Generates the width of a 1/8 x 1/8 degree tile at various latitudes.
%------------------------------------------------------------------------ %------------------------------------------------------------------------
% $Log$ % $Log$
% Revision 1.2 1999/03/08 21:59:52 curt
% Updated based on current efforts.
%
% Revision 1.1 1999/02/15 00:38:46 curt % Revision 1.1 1999/02/15 00:38:46 curt
% Initial revision. % Initial revision.
% %