/* * 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(['../src/WorldWind', '../examples/LayerManager'], function (ww, 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"); /** * Added imagery layers. */ var layers = [ {layer: new WorldWind.BMNGLayer(), enabled: true}, {layer: new WorldWind.BMNGLandsatLayer(), enabled: false}, {layer: new WorldWind.BingAerialWithLabelsLayer(null), enabled: true}, {layer: new WorldWind.CompassLayer(), enabled: true} ]; for (var l = 0; l < layers.length; l++) { layers[l].layer.enabled = layers[l].enabled; wwd.addLayer(layers[l].layer); } var polygonsLayer = new WorldWind.RenderableLayer(), width = 2.0, height = 1e4, attributes = new WorldWind.ShapeAttributes(null), textureCoordinates = [ [new WorldWind.Vec2(0, 0), new WorldWind.Vec2(1, 0), new WorldWind.Vec2(1, 1), new WorldWind.Vec2(0, 1)] ], highlightAttributes, numPolygons; attributes.imageSource = "../examples/data/400x230-splash-nww.png"; attributes.drawInterior = true; attributes.drawOutline = true; attributes.interiorColor = WorldWind.Color.WHITE; attributes.outlineColor = WorldWind.Color.BLUE; attributes.drawVerticals = true; highlightAttributes = new WorldWind.ShapeAttributes(attributes); highlightAttributes.outlineColor = WorldWind.Color.RED; numPolygons = 0; for (var lat = -80; lat <= 80; lat += 2 * width) { for (var lon = -170; lon <= 170; lon += 2 * width) { var boundary = [ new WorldWind.Position(lat, lon, height), new WorldWind.Position(lat, lon + width, height), new WorldWind.Position(lat + width, lon + width, height), new WorldWind.Position(lat + width, lon, height) ], polygon = new WorldWind.Polygon([boundary], null); polygon.altitudeMode = WorldWind.ABSOLUTE; polygon.extrude = attributes.drawVerticals; polygon.textureCoordinates = textureCoordinates; polygon.attributes = attributes; polygon.highlightAttributes = highlightAttributes; polygonsLayer.addRenderable(polygon); ++numPolygons; } } console.log(numPolygons + " Polygons"); polygonsLayer.displayName = "Polygons"; wwd.addLayer(polygonsLayer); // Draw the WorldWindow for the first time. wwd.redraw(); // Create a layer manager for controlling layer visibility. var layerManager = new LayerManager(wwd); // Now set up to handle picking. var highlightedItems = []; // The pick-handling callback function. var handlePick = function (o) { // The input argument is either an Event or a TapRecognizer. Both have the same properties for determining // the mouse or tap location. var x = o.clientX, y = o.clientY; var redrawRequired = highlightedItems.length > 0; // must redraw if we de-highlight previously picked items // De-highlight any previously highlighted placemarks. for (var h = 0; h < highlightedItems.length; h++) { highlightedItems[h].highlighted = false; } highlightedItems = []; // 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)); //console.log(wwd.frameStatistics.frameTime); if (pickList.objects.length > 0) { redrawRequired = true; } // Highlight the items picked by simply setting their highlight flag to true. if (pickList.objects.length > 0) { for (var p = 0; p < pickList.objects.length; p++) { pickList.objects[p].userObject.highlighted = true; // Keep track of highlighted items in order to de-highlight them later. highlightedItems.push(pickList.objects[p].userObject); } } // Update the window if we changed anything. if (redrawRequired) { wwd.redraw(); // redraw to make the highlighting changes take effect on the screen } }; // Listen for mouse moves and highlight the placemarks that the cursor rolls over. wwd.addEventListener("mousemove", handlePick); // Listen for taps on mobile devices and highlight the placemarks that the user taps. var tapRecognizer = new WorldWind.TapRecognizer(wwd, handlePick); });