mirror of
https://github.com/NASAWorldWind/WebWorldWind.git
synced 2025-12-08 19:46:18 +00:00
182 lines
7.6 KiB
JavaScript
182 lines
7.6 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 shapes built with triangles.
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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 mesh that displays a texture image from an image file.
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var altitude = 100e3,
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numRadialPositions = 40,
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meshPositions = [],
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meshIndices = [],
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outlineIndices = [],
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texCoords = [],
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meshRadius = 5; // degrees
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// Create the mesh's positions, which are the center point of a circle followed by points on the circle.
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meshPositions.push(new WorldWind.Position(35, -115, altitude)); // the mesh center
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texCoords.push(new WorldWind.Vec2(0.5, 0.5));
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for (var angle = 0; angle < 360; angle += 360 / numRadialPositions) {
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var angleRadians = angle * WorldWind.Angle.DEGREES_TO_RADIANS,
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lat = meshPositions[0].latitude + Math.sin(angleRadians) * meshRadius,
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lon = meshPositions[0].longitude + Math.cos(angleRadians) * meshRadius,
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t = 0.5 * (1 + Math.sin(angleRadians)),
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s = 0.5 * (1 + Math.cos(angleRadians));
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meshPositions.push(new WorldWind.Position(lat, lon, altitude));
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texCoords.push(new WorldWind.Vec2(s, t));
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}
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// Create the mesh indices.
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for (var i = 1; i < numRadialPositions; i++) {
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meshIndices.push(0);
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meshIndices.push(i);
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meshIndices.push(i + 1);
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}
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// Close the circle.
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meshIndices.push(0);
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meshIndices.push(numRadialPositions);
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meshIndices.push(1);
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// Create the outline indices.
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for (var j = 1; j <= numRadialPositions; j++) {
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outlineIndices.push(j);
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}
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// Close the outline.
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outlineIndices.push(1);
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// Create 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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// Create 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, 0.5);
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highlightAttributes.applyLighting = false;
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// Create the mesh.
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var mesh = new WorldWind.TriangleMesh(meshPositions, meshIndices, meshAttributes);
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mesh.textureCoordinates = texCoords;
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mesh.outlineIndices = outlineIndices;
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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 = "Triangle 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 created 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 = []; // Use a new positions array.
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meshPositions.push(new WorldWind.Position(35, -95, altitude)); // the mesh center
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for (angle = 0; angle < 360; angle += 360 / numRadialPositions) {
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angleRadians = angle * WorldWind.Angle.DEGREES_TO_RADIANS;
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lat = meshPositions[0].latitude + Math.sin(angleRadians) * meshRadius;
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lon = meshPositions[0].longitude + Math.cos(angleRadians) * meshRadius;
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meshPositions.push(new WorldWind.Position(lat, lon, altitude));
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}
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// Use the same attributes as before, except for the image source, which is now the custom image.
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meshAttributes = new WorldWind.ShapeAttributes(meshAttributes);
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meshAttributes.imageSource = new WorldWind.ImageSource(canvas);
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// Use the same highlight attributes as the previous shape. Point the image source to the custom image.
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highlightAttributes = new WorldWind.ShapeAttributes(highlightAttributes);
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highlightAttributes.imageSource = new WorldWind.ImageSource(canvas);
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// Create the mesh.
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mesh = new WorldWind.TriangleMesh(meshPositions, meshIndices, meshAttributes);
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mesh.textureCoordinates = texCoords;
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mesh.outlineIndices = outlineIndices;
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mesh.highlightAttributes = highlightAttributes;
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// Add the mesh 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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}); |