mirror of
https://github.com/NASAWorldWind/WebWorldWind.git
synced 2025-12-08 19:46:18 +00:00
156 lines
6.3 KiB
JavaScript
156 lines
6.3 KiB
JavaScript
/*
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* Copyright 2003-2006, 2009, 2017, 2020 United States Government, as represented
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* by the Administrator of the National Aeronautics and Space Administration.
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* All rights reserved.
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*
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* The NASAWorldWind/WebWorldWind platform is licensed under the Apache License,
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* Version 2.0 (the "License"); you may not use this file except in compliance
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* with the License. You may obtain a copy of the License
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* at http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed
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* under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
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* CONDITIONS OF ANY KIND, either express or implied. See the License for the
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* specific language governing permissions and limitations under the License.
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*
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* NASAWorldWind/WebWorldWind also contains the following 3rd party Open Source
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* software:
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*
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* ES6-Promise – under MIT License
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* libtess.js – SGI Free Software License B
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* Proj4 – under MIT License
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* JSZip – under MIT License
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*
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* A complete listing of 3rd Party software notices and licenses included in
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* WebWorldWind can be found in the WebWorldWind 3rd-party notices and licenses
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* PDF found in code directory.
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*/
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/**
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* Illustrates how to display GeographicMesh shapes.
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*/
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requirejs(['./WorldWindShim',
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'./LayerManager'],
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function (WorldWind,
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LayerManager) {
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"use strict";
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// Tell WorldWind to log only warnings and errors.
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WorldWind.Logger.setLoggingLevel(WorldWind.Logger.LEVEL_WARNING);
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// Create the WorldWindow.
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var wwd = new WorldWind.WorldWindow("canvasOne");
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// Create and add layers to the WorldWindow.
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var layers = [
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// Imagery layers.
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{layer: new WorldWind.BMNGLayer(), enabled: true},
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{layer: new WorldWind.BingAerialWithLabelsLayer(null), enabled: true},
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// Add atmosphere layer on top of all base layers.
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{layer: new WorldWind.AtmosphereLayer(), enabled: true},
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// WorldWindow UI layers.
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{layer: new WorldWind.CompassLayer(), enabled: true},
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{layer: new WorldWind.CoordinatesDisplayLayer(wwd), enabled: true},
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{layer: new WorldWind.ViewControlsLayer(wwd), enabled: true}
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];
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for (var l = 0; l < layers.length; l++) {
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layers[l].layer.enabled = layers[l].enabled;
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wwd.addLayer(layers[l].layer);
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}
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// Create the mesh's positions.
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var meshPositions = [];
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for (var lat = 30; lat <= 35; lat += 0.5) {
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var row = [];
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for (var lon = -120; lon <= -110; lon += 0.5) {
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// Create elevations that follow a sine wave in latitude and a cosine wave in longitude.
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var elevationScale =
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Math.sin(((lat - 30) / 5) * 2 * Math.PI) * Math.cos(((lon + 120) / 10) * 2 * Math.PI);
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row.push(new WorldWind.Position(lat, lon, 100e3 * (1 + elevationScale)));
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}
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meshPositions.push(row);
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}
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// Create a mesh with a texture image.
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// Create the mesh.
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var mesh = new WorldWind.GeographicMesh(meshPositions, null);
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// Create and assign the mesh's attributes. Light this mesh.
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var meshAttributes = new WorldWind.ShapeAttributes(null);
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meshAttributes.outlineColor = WorldWind.Color.BLUE;
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meshAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 1);
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meshAttributes.imageSource = "data/400x230-splash-nww.png";
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meshAttributes.applyLighting = true;
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mesh.attributes = meshAttributes;
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// Create and assign the mesh's highlight attributes.
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var highlightAttributes = new WorldWind.ShapeAttributes(meshAttributes);
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highlightAttributes.outlineColor = WorldWind.Color.RED;
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highlightAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 1);
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highlightAttributes.applyLighting = false;
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mesh.highlightAttributes = highlightAttributes;
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// Add the mesh to a layer and the layer to the WorldWindow's layer list.
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var meshLayer = new WorldWind.RenderableLayer();
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meshLayer.displayName = "Geographic Mesh";
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meshLayer.addRenderable(mesh);
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wwd.addLayer(meshLayer);
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// Create a mesh that displays a custom image.
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// Create custom image with a 2D canvas.
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var canvas = document.createElement("canvas"),
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ctx2d = canvas.getContext("2d"),
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size = 64, c = size / 2 - 0.5, innerRadius = 5, outerRadius = 20;
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canvas.width = size;
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canvas.height = size;
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var gradient = ctx2d.createRadialGradient(c, c, innerRadius, c, c, outerRadius);
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gradient.addColorStop(0, 'rgb(255, 0, 0)');
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gradient.addColorStop(0.5, 'rgb(0, 255, 0)');
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gradient.addColorStop(1, 'rgb(255, 0, 0)');
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ctx2d.fillStyle = gradient;
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ctx2d.arc(c, c, outerRadius, 0, 2 * Math.PI, false);
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ctx2d.fill();
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// Create the mesh's positions.
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meshPositions = [];
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for (lat = 30; lat <= 35; lat += 0.5) {
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row = [];
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for (lon = -100; lon <= -90; lon += 0.5) {
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row.push(new WorldWind.Position(lat, lon, 100e3));
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}
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meshPositions.push(row);
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}
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// Create the mesh.
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mesh = new WorldWind.GeographicMesh(meshPositions, null);
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// Create and assign the mesh's attributes.
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meshAttributes = new WorldWind.ShapeAttributes(null);
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meshAttributes.outlineColor = WorldWind.Color.BLUE;
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meshAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 0.7);
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meshAttributes.imageSource = new WorldWind.ImageSource(canvas);
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meshAttributes.applyLighting = false;
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mesh.attributes = meshAttributes;
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// Create and assign the mesh's highlight attributes.
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highlightAttributes = new WorldWind.ShapeAttributes(meshAttributes);
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highlightAttributes.outlineColor = WorldWind.Color.WHITE;
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mesh.highlightAttributes = highlightAttributes;
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// Add the shape to the layer.
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meshLayer.addRenderable(mesh);
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// Now set up to handle highlighting.
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var highlightController = new WorldWind.HighlightController(wwd);
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// Create a layer manager for controlling layer visibility.
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var layerManager = new LayerManager(wwd);
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}); |