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/*
* 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);
});