mirror of
https://github.com/NASAWorldWind/WebWorldWind.git
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240 lines
11 KiB
JavaScript
240 lines
11 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 Polygons.
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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 a layer to hold the polygons.
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var polygonsLayer = new WorldWind.RenderableLayer();
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polygonsLayer.displayName = "Polygons";
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wwd.addLayer(polygonsLayer);
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// Define an outer and an inner boundary to make a polygon with a hole.
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var boundaries = [];
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boundaries[0] = []; // outer boundary
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boundaries[0].push(new WorldWind.Position(40, -100, 1e5));
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boundaries[0].push(new WorldWind.Position(45, -110, 1e5));
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boundaries[0].push(new WorldWind.Position(40, -120, 1e5));
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boundaries[1] = []; // inner boundary
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boundaries[1].push(new WorldWind.Position(41, -103, 1e5));
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boundaries[1].push(new WorldWind.Position(44, -110, 1e5));
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boundaries[1].push(new WorldWind.Position(41, -117, 1e5));
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// Create the polygon and assign its attributes.
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var polygon = new WorldWind.Polygon(boundaries, null);
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polygon.altitudeMode = WorldWind.ABSOLUTE;
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polygon.extrude = true; // extrude the polygon edges to the ground
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var polygonAttributes = new WorldWind.ShapeAttributes(null);
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polygonAttributes.drawInterior = true;
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polygonAttributes.drawOutline = true;
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polygonAttributes.outlineColor = WorldWind.Color.BLUE;
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polygonAttributes.interiorColor = new WorldWind.Color(0, 1, 1, 0.5);
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polygonAttributes.drawVerticals = polygon.extrude;
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polygonAttributes.applyLighting = true;
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polygon.attributes = polygonAttributes;
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// Create and assign the polygon's highlight attributes.
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var highlightAttributes = new WorldWind.ShapeAttributes(polygonAttributes);
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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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polygon.highlightAttributes = highlightAttributes;
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// Add the polygon to the layer and the layer to the WorldWindow's layer list.
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polygonsLayer.addRenderable(polygon);
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// Create a textured polygon with extruded and textured sides.
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boundaries = [];
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boundaries[0] = []; // outer boundary
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boundaries[0].push(new WorldWind.Position(40, -90, 1e5));
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boundaries[0].push(new WorldWind.Position(40, -80, 1e5));
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boundaries[0].push(new WorldWind.Position(45, -80, 1e5));
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boundaries[0].push(new WorldWind.Position(45, -90, 1e5));
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polygon = new WorldWind.Polygon(boundaries, null);
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polygon.altitudeMode = WorldWind.ABSOLUTE;
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polygon.extrude = true;
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polygon.textureCoordinates = [
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[new WorldWind.Vec2(0, 0), new WorldWind.Vec2(1, 0), new WorldWind.Vec2(1, 1), new WorldWind.Vec2(0, 1)]
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];
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polygonAttributes = new WorldWind.ShapeAttributes(null);
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// Specify a texture for the polygon and its four extruded sides.
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polygonAttributes.imageSource = [
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"data/400x230-splash-nww.png", // polygon texture image
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"data/400x230-splash-nww.png", // first-side texture image
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"data/400x230-splash-nww.png", // second-side texture image
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"data/400x230-splash-nww.png", // third-side texture image
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"data/400x230-splash-nww.png" // fourth-side texture image
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];
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polygonAttributes.drawInterior = true;
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polygonAttributes.drawOutline = true;
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polygonAttributes.outlineColor = WorldWind.Color.BLUE;
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polygonAttributes.interiorColor = WorldWind.Color.WHITE;
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polygonAttributes.drawVerticals = polygon.extrude;
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polygonAttributes.applyLighting = true;
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polygon.attributes = polygonAttributes;
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highlightAttributes = new WorldWind.ShapeAttributes(polygonAttributes);
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highlightAttributes.outlineColor = WorldWind.Color.RED;
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polygon.highlightAttributes = highlightAttributes;
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polygonsLayer.addRenderable(polygon);
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// Create a textured polygon with a hole in it. Don't extrude the sides.
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boundaries = [];
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boundaries[0] = []; // outer boundary
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boundaries[0].push(new WorldWind.Position(30, -100, 1e5));
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boundaries[0].push(new WorldWind.Position(30, -90, 1e5));
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boundaries[0].push(new WorldWind.Position(35, -90, 1e5));
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boundaries[0].push(new WorldWind.Position(35, -100, 1e5));
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boundaries[1] = []; // inner boundary
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boundaries[1].push(new WorldWind.Position(32, -96, 1e5));
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boundaries[1].push(new WorldWind.Position(32, -94, 1e5));
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boundaries[1].push(new WorldWind.Position(33, -94, 1e5));
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boundaries[1].push(new WorldWind.Position(33, -96, 1e5));
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polygon = new WorldWind.Polygon(boundaries, null);
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polygon.altitudeMode = WorldWind.ABSOLUTE;
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polygon.extrude = false;
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polygon.textureCoordinates = [
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[new WorldWind.Vec2(0, 0), new WorldWind.Vec2(1, 0), new WorldWind.Vec2(1, 1), new WorldWind.Vec2(0, 1)],
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[new WorldWind.Vec2(0.4, 0.4), new WorldWind.Vec2(0.6, 0.4), new WorldWind.Vec2(0.6, 0.6),
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new WorldWind.Vec2(0.4, 0.6)]
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];
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polygonAttributes = new WorldWind.ShapeAttributes(null);
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polygonAttributes.imageSource = "data/400x230-splash-nww.png";
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polygonAttributes.drawInterior = true;
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polygonAttributes.drawOutline = true;
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polygonAttributes.outlineColor = WorldWind.Color.BLUE;
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polygonAttributes.interiorColor = WorldWind.Color.WHITE;
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polygonAttributes.drawVerticals = polygon.extrude;
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polygonAttributes.applyLighting = true;
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polygon.attributes = polygonAttributes;
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highlightAttributes = new WorldWind.ShapeAttributes(polygonAttributes);
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highlightAttributes.outlineColor = WorldWind.Color.RED;
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polygon.highlightAttributes = highlightAttributes;
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polygonsLayer.addRenderable(polygon);
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// Create a textured polygon with a hole at the north pole. Extrude the boundaries and apply a dynamically
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// created texture to them.
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boundaries = [];
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boundaries[0] = []; // outer boundary
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boundaries[0].push(new WorldWind.Position(85, -45, 1e5));
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boundaries[0].push(new WorldWind.Position(85, +45, 1e5));
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boundaries[0].push(new WorldWind.Position(85, +135, 1e5));
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boundaries[0].push(new WorldWind.Position(85, -135, 1e5));
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boundaries[1] = []; // inner boundary
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boundaries[1].push(new WorldWind.Position(89, -45, 1e5));
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boundaries[1].push(new WorldWind.Position(89, +45, 1e5));
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boundaries[1].push(new WorldWind.Position(89, +135, 1e5));
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boundaries[1].push(new WorldWind.Position(89, -135, 1e5));
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polygon = new WorldWind.Polygon(boundaries, null);
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polygon.altitudeMode = WorldWind.ABSOLUTE;
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polygon.extrude = true;
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polygon.textureCoordinates = [
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[new WorldWind.Vec2(0, 0), new WorldWind.Vec2(1, 0), new WorldWind.Vec2(1, 1), new WorldWind.Vec2(0, 1)],
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[new WorldWind.Vec2(0.4, 0.4), new WorldWind.Vec2(0.6, 0.4), new WorldWind.Vec2(0.6, 0.6),
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new WorldWind.Vec2(0.4, 0.6)]
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];
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// Create a custom image for the extruded sides.
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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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polygonAttributes = new WorldWind.ShapeAttributes(null);
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polygonAttributes.imageSource = [
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"data/400x230-splash-nww.png",
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new WorldWind.ImageSource(canvas)
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];
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polygonAttributes.drawInterior = true;
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polygonAttributes.drawOutline = true;
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polygonAttributes.outlineColor = WorldWind.Color.BLUE;
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polygonAttributes.interiorColor = WorldWind.Color.WHITE;
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polygonAttributes.drawVerticals = polygon.extrude;
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polygonAttributes.applyLighting = true;
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polygon.attributes = polygonAttributes;
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highlightAttributes = new WorldWind.ShapeAttributes(polygonAttributes);
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highlightAttributes.outlineColor = WorldWind.Color.RED;
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polygon.highlightAttributes = highlightAttributes;
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polygonsLayer.addRenderable(polygon);
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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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}); |