/* * 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 display and pick Paths. */ 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.BMNGLandsatLayer(), enabled: false}, {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); } // Create the path's positions. var pathPositions = []; pathPositions.push(new WorldWind.Position(40, -100, 1e4)); pathPositions.push(new WorldWind.Position(45, -110, 1e4)); pathPositions.push(new WorldWind.Position(46, -122, 1e4)); // Create the path. var path = new WorldWind.Path(pathPositions, null); path.altitudeMode = WorldWind.RELATIVE_TO_GROUND; // The path's altitude stays relative to the terrain's altitude. path.followTerrain = true; path.extrude = true; // Make it a curtain. path.useSurfaceShapeFor2D = true; // Use a surface shape in 2D mode. // Create and assign the path's attributes. var pathAttributes = new WorldWind.ShapeAttributes(null); pathAttributes.outlineColor = WorldWind.Color.BLUE; pathAttributes.interiorColor = new WorldWind.Color(0, 1, 1, 0.5); pathAttributes.drawVerticals = path.extrude; //Draw verticals only when extruding. path.attributes = pathAttributes; // Create and assign the path's highlight attributes. var highlightAttributes = new WorldWind.ShapeAttributes(pathAttributes); highlightAttributes.outlineColor = WorldWind.Color.RED; highlightAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 0.5); path.highlightAttributes = highlightAttributes; // Add the path to a layer and the layer to the WorldWindow's layer list. var pathsLayer = new WorldWind.RenderableLayer(); pathsLayer.displayName = "Paths"; pathsLayer.addRenderable(path); wwd.addLayer(pathsLayer); // Now set up to handle highlighting. var highlightController = new WorldWind.HighlightController(wwd); // Create a layer manager for controlling layer visibility. var layerManager = new LayerManager(wwd); });