/* * Copyright 2003-2006, 2009, 2017, 2020 United States Government, as represented * by the Administrator of the National Aeronautics and Space Administration. * All rights reserved. * * The NASAWorldWind/WebWorldWind platform is 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. * * NASAWorldWind/WebWorldWind also contains the following 3rd party Open Source * software: * * ES6-Promise – under MIT License * libtess.js – SGI Free Software License B * Proj4 – under MIT License * JSZip – under MIT License * * A complete listing of 3rd Party software notices and licenses included in * WebWorldWind can be found in the WebWorldWind 3rd-party notices and licenses * PDF found in code directory. */ /** * Illustrates how to use a GoToAnimator to smoothly move the view to a new location. This example listens for * terrain picks and moves the view to the location picked. */ requirejs(['./WorldWindShim', './LayerManager'], function (WorldWind, LayerManager) { "use strict"; // Tell WorldWind to log only warnings and errors. WorldWind.Logger.setLoggingLevel(WorldWind.Logger.LEVEL_WARNING); // Create the WorldWindow. var wwd = new WorldWind.WorldWindow("canvasOne"); // Create and add layers to the WorldWindow. var layers = [ // Imagery layers. {layer: new WorldWind.BMNGLayer(), enabled: true}, {layer: new WorldWind.BingAerialWithLabelsLayer(null), enabled: true}, // Add atmosphere layer on top of all base layers. {layer: new WorldWind.AtmosphereLayer(), enabled: true}, // WorldWindow UI layers. {layer: new WorldWind.CompassLayer(), enabled: true}, {layer: new WorldWind.CoordinatesDisplayLayer(wwd), enabled: true}, {layer: new WorldWind.ViewControlsLayer(wwd), enabled: true} ]; for (var l = 0; l < layers.length; l++) { layers[l].layer.enabled = layers[l].enabled; wwd.addLayer(layers[l].layer); } // Now set up to handle clicks and taps. // The common gesture-handling function. var handleClick = function (recognizer) { // Obtain the event location. var x = recognizer.clientX, y = recognizer.clientY; // Perform the pick. Must first convert from window coordinates to canvas coordinates, which are // relative to the upper left corner of the canvas rather than the upper left corner of the page. var pickList = wwd.pick(wwd.canvasCoordinates(x, y)); // If only one thing is picked and it is the terrain, tell the WorldWindow to go to the picked location. if (pickList.objects.length === 1 && pickList.objects[0].isTerrain) { var position = pickList.objects[0].position; wwd.goTo(new WorldWind.Location(position.latitude, position.longitude)); } }; // Listen for mouse clicks. var clickRecognizer = new WorldWind.ClickRecognizer(wwd, handleClick); // Listen for taps on mobile devices. var tapRecognizer = new WorldWind.TapRecognizer(wwd, handleClick); // Create a layer manager for controlling layer visibility. var layerManager = new LayerManager(wwd); });