WebWorldWind/examples/TriangleMeshes.js
2020-08-12 17:28:51 -05:00

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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 shapes built with triangles.
*/
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.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 a mesh that displays a texture image from an image file.
var altitude = 100e3,
numRadialPositions = 40,
meshPositions = [],
meshIndices = [],
outlineIndices = [],
texCoords = [],
meshRadius = 5; // degrees
// Create the mesh's positions, which are the center point of a circle followed by points on the circle.
meshPositions.push(new WorldWind.Position(35, -115, altitude)); // the mesh center
texCoords.push(new WorldWind.Vec2(0.5, 0.5));
for (var angle = 0; angle < 360; angle += 360 / numRadialPositions) {
var angleRadians = angle * WorldWind.Angle.DEGREES_TO_RADIANS,
lat = meshPositions[0].latitude + Math.sin(angleRadians) * meshRadius,
lon = meshPositions[0].longitude + Math.cos(angleRadians) * meshRadius,
t = 0.5 * (1 + Math.sin(angleRadians)),
s = 0.5 * (1 + Math.cos(angleRadians));
meshPositions.push(new WorldWind.Position(lat, lon, altitude));
texCoords.push(new WorldWind.Vec2(s, t));
}
// Create the mesh indices.
for (var i = 1; i < numRadialPositions; i++) {
meshIndices.push(0);
meshIndices.push(i);
meshIndices.push(i + 1);
}
// Close the circle.
meshIndices.push(0);
meshIndices.push(numRadialPositions);
meshIndices.push(1);
// Create the outline indices.
for (var j = 1; j <= numRadialPositions; j++) {
outlineIndices.push(j);
}
// Close the outline.
outlineIndices.push(1);
// Create the mesh's attributes. Light this mesh.
var meshAttributes = new WorldWind.ShapeAttributes(null);
meshAttributes.outlineColor = WorldWind.Color.BLUE;
meshAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 1);
meshAttributes.imageSource = "data/400x230-splash-nww.png";
meshAttributes.applyLighting = true;
// Create the mesh's highlight attributes.
var highlightAttributes = new WorldWind.ShapeAttributes(meshAttributes);
highlightAttributes.outlineColor = WorldWind.Color.RED;
highlightAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 0.5);
highlightAttributes.applyLighting = false;
// Create the mesh.
var mesh = new WorldWind.TriangleMesh(meshPositions, meshIndices, meshAttributes);
mesh.textureCoordinates = texCoords;
mesh.outlineIndices = outlineIndices;
mesh.highlightAttributes = highlightAttributes;
// Add the mesh to a layer and the layer to the WorldWindow's layer list.
var meshLayer = new WorldWind.RenderableLayer();
meshLayer.displayName = "Triangle Mesh";
meshLayer.addRenderable(mesh);
wwd.addLayer(meshLayer);
// Create a mesh that displays a custom image created with a 2D canvas.
var canvas = document.createElement("canvas"),
ctx2d = canvas.getContext("2d"),
size = 64, c = size / 2 - 0.5, innerRadius = 5, outerRadius = 20;
canvas.width = size;
canvas.height = size;
var gradient = ctx2d.createRadialGradient(c, c, innerRadius, c, c, outerRadius);
gradient.addColorStop(0, 'rgb(255, 0, 0)');
gradient.addColorStop(0.5, 'rgb(0, 255, 0)');
gradient.addColorStop(1, 'rgb(255, 0, 0)');
ctx2d.fillStyle = gradient;
ctx2d.arc(c, c, outerRadius, 0, 2 * Math.PI, false);
ctx2d.fill();
// Create the mesh's positions.
meshPositions = []; // Use a new positions array.
meshPositions.push(new WorldWind.Position(35, -95, altitude)); // the mesh center
for (angle = 0; angle < 360; angle += 360 / numRadialPositions) {
angleRadians = angle * WorldWind.Angle.DEGREES_TO_RADIANS;
lat = meshPositions[0].latitude + Math.sin(angleRadians) * meshRadius;
lon = meshPositions[0].longitude + Math.cos(angleRadians) * meshRadius;
meshPositions.push(new WorldWind.Position(lat, lon, altitude));
}
// Use the same attributes as before, except for the image source, which is now the custom image.
meshAttributes = new WorldWind.ShapeAttributes(meshAttributes);
meshAttributes.imageSource = new WorldWind.ImageSource(canvas);
// Use the same highlight attributes as the previous shape. Point the image source to the custom image.
highlightAttributes = new WorldWind.ShapeAttributes(highlightAttributes);
highlightAttributes.imageSource = new WorldWind.ImageSource(canvas);
// Create the mesh.
mesh = new WorldWind.TriangleMesh(meshPositions, meshIndices, meshAttributes);
mesh.textureCoordinates = texCoords;
mesh.outlineIndices = outlineIndices;
mesh.highlightAttributes = highlightAttributes;
// Add the mesh to the layer.
meshLayer.addRenderable(mesh);
// 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);
});