mirror of
https://github.com/NASAWorldWind/WebWorldWind.git
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138 lines
6.5 KiB
JavaScript
138 lines
6.5 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 SurfaceShapes.
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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 a layer to hold the surface shapes.
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var shapesLayer = new WorldWind.RenderableLayer("Surface Shapes");
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wwd.addLayer(shapesLayer);
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// Create and set common attributes for the surface shapes.
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// Real apps typically create new attributes objects for each shape unless they know the attributes
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// can be shared among all shapes.
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var attributes = new WorldWind.ShapeAttributes(null);
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attributes.outlineColor = WorldWind.Color.BLUE;
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attributes.interiorColor = new WorldWind.Color(0, 1, 1, 0.5);
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// Create common highlight attributes. These are displayed whenever the user hovers over the shapes.
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var highlightAttributes = new WorldWind.ShapeAttributes(attributes);
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highlightAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 1);
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// Create a triangle surface polygon.
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var boundary = [];
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boundary.push(new WorldWind.Location(40, -100));
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boundary.push(new WorldWind.Location(45, -110));
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boundary.push(new WorldWind.Location(40, -120));
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var triangle = new WorldWind.SurfacePolygon(boundary, attributes);
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triangle.highlightAttributes = highlightAttributes;
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shapesLayer.addRenderable(triangle);
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// Create a triangle surface polygon with a hole in it.
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var boundaries = [];
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boundaries[0] = []; // outer boundary
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boundaries[0].push(new WorldWind.Location(40, -70));
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boundaries[0].push(new WorldWind.Location(45, -80));
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boundaries[0].push(new WorldWind.Location(40, -90));
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boundaries[1] = []; // inner boundary
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boundaries[1].push(new WorldWind.Location(41, -87));
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boundaries[1].push(new WorldWind.Location(44, -80));
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boundaries[1].push(new WorldWind.Location(41, -73));
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var hollowTriangle = new WorldWind.SurfacePolygon(boundaries, attributes);
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hollowTriangle.highlightAttributes = highlightAttributes;
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shapesLayer.addRenderable(hollowTriangle);
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// Create a surface circle with a radius of 200 km.
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var circle = new WorldWind.SurfaceCircle(new WorldWind.Location(35, -120), 200e3, attributes);
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circle.highlightAttributes = highlightAttributes;
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shapesLayer.addRenderable(circle);
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// Create a surface ellipse with a minor radius of 200 km, a major radius of 300 km and a heading of 45 degrees.
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var ellipse = new WorldWind.SurfaceEllipse(new WorldWind.Location(35, -110), 300e3, 200e3, 45, attributes);
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ellipse.highlightAttributes = highlightAttributes;
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shapesLayer.addRenderable(ellipse);
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// Create a surface rectangle with a width of 200 km, a height of 300 km and a heading of -45 degrees.
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var rectangle = new WorldWind.SurfaceRectangle(new WorldWind.Location(35, -100), 200e3, 300e3, -45, attributes);
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rectangle.highlightAttributes = highlightAttributes;
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shapesLayer.addRenderable(rectangle);
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// Create a surface sector.
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var sector = new WorldWind.SurfaceSector(new WorldWind.Sector(33, 37, -95, -90), attributes);
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sector.highlightAttributes = highlightAttributes;
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shapesLayer.addRenderable(sector);
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// Create a surface polyline. Use different attributes from the filled shapes.
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boundary = [];
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boundary.push(new WorldWind.Location(33, -75));
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boundary.push(new WorldWind.Location(37, -80));
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boundary.push(new WorldWind.Location(33, -85));
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attributes = new WorldWind.ShapeAttributes(null);
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attributes.outlineColor = new WorldWind.Color(0, 1, 1, 0.5);
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highlightAttributes = new WorldWind.ShapeAttributes(attributes);
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highlightAttributes.outlineColor = new WorldWind.Color(1, 1, 1, 1);
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var polyline = new WorldWind.SurfacePolyline(boundary, attributes);
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polyline.highlightAttributes = highlightAttributes;
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shapesLayer.addRenderable(polyline);
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// Set up a highlight controller to handle highlighting when the user hovers the shapes.
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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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}); |