mirror of
https://github.com/NASAWorldWind/WebWorldWind.git
synced 2025-12-08 19:46:18 +00:00
99 lines
4.3 KiB
JavaScript
99 lines
4.3 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 and pick Paths.
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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.BMNGLandsatLayer(), enabled: false},
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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 path's positions.
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var pathPositions = [];
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pathPositions.push(new WorldWind.Position(40, -100, 1e4));
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pathPositions.push(new WorldWind.Position(45, -110, 1e4));
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pathPositions.push(new WorldWind.Position(46, -122, 1e4));
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// Create the path.
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var path = new WorldWind.Path(pathPositions, null);
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path.altitudeMode = WorldWind.RELATIVE_TO_GROUND; // The path's altitude stays relative to the terrain's altitude.
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path.followTerrain = true;
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path.extrude = true; // Make it a curtain.
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path.useSurfaceShapeFor2D = true; // Use a surface shape in 2D mode.
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// Create and assign the path's attributes.
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var pathAttributes = new WorldWind.ShapeAttributes(null);
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pathAttributes.outlineColor = WorldWind.Color.BLUE;
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pathAttributes.interiorColor = new WorldWind.Color(0, 1, 1, 0.5);
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pathAttributes.drawVerticals = path.extrude; //Draw verticals only when extruding.
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path.attributes = pathAttributes;
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// Create and assign the path's highlight attributes.
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var highlightAttributes = new WorldWind.ShapeAttributes(pathAttributes);
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highlightAttributes.outlineColor = WorldWind.Color.RED;
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highlightAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 0.5);
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path.highlightAttributes = highlightAttributes;
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// Add the path to a layer and the layer to the WorldWindow's layer list.
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var pathsLayer = new WorldWind.RenderableLayer();
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pathsLayer.displayName = "Paths";
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pathsLayer.addRenderable(path);
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wwd.addLayer(pathsLayer);
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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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}); |