WebWorldWind/performance/VeryManyPaths.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 and pick Paths.
*/
requirejs(['../src/WorldWind',
'../examples/LayerManager'],
function (ww,
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");
/**
* Added imagery layers.
*/
var layers = [
{layer: new WorldWind.BMNGLayer(), enabled: true},
{layer: new WorldWind.BMNGLandsatLayer(), enabled: false},
{layer: new WorldWind.BingAerialWithLabelsLayer(null), enabled: true},
{layer: new WorldWind.CompassLayer(), enabled: true}
];
for (var l = 0; l < layers.length; l++) {
layers[l].layer.enabled = layers[l].enabled;
wwd.addLayer(layers[l].layer);
}
var makePath = function (startPosition, heading, length, numPositions) {
var dLength = length / (numPositions - 1),
positions = [],
ll, path, attributes;
for (var i = 0; i < numPositions; i++) {
ll = WorldWind.Location.greatCircleLocation(startPosition, heading, i * dLength, new WorldWind.Location(0, 0));
positions.push(new WorldWind.Position(ll.latitude, ll.longitude, startPosition.altitude))
}
path = new WorldWind.Path(positions, null);
path.altitudeMode = WorldWind.RELATIVE_TO_GROUND;
path.extrude = true;
attributes = new WorldWind.ShapeAttributes(null);
attributes.outlineColor = WorldWind.Color.BLUE;
attributes.interiorColor = WorldWind.Color.CYAN;
attributes.drawOutline = true;
attributes.drawInterior = true;
attributes.drawVerticals = true;
path.attributes = attributes;
attributes = new WorldWind.ShapeAttributes(attributes);
attributes.outlineColor = WorldWind.Color.RED;
attributes.interiorColor = WorldWind.Color.WHITE;
path.highlightAttributes = attributes;
return path;
};
var makePaths = function (layer, origin, numPaths, length, numPositions) {
var angleDelta = 360.0 / numPaths;
for (var i = 0; i < numPaths; i++) {
layer.addRenderable(makePath(origin, i * angleDelta, length, numPositions));
}
};
var pathsLayer = new WorldWind.RenderableLayer(),
startPosition = new WorldWind.Position(45, -120, 100e3),
numPaths = 2000,
numPositions = 30,
pathLength = 10 * WorldWind.Angle.DEGREES_TO_RADIANS;
makePaths(pathsLayer, startPosition, numPaths, pathLength, numPositions);
pathsLayer.displayName = "Paths";
wwd.addLayer(pathsLayer);
// Draw the WorldWindow for the first time.
wwd.redraw();
// Create a layer manager for controlling layer visibility.
var layerManager = new LayerManager(wwd);
// Now set up to handle picking.
var highlightedItems = [];
// The pick-handling callback function.
var handlePick = function (o) {
// The input argument is either an Event or a TapRecognizer. Both have the same properties for determining
// the mouse or tap location.
var x = o.clientX,
y = o.clientY;
var redrawRequired = highlightedItems.length > 0; // must redraw if we de-highlight previously picked items
// De-highlight any previously highlighted placemarks.
for (var h = 0; h < highlightedItems.length; h++) {
highlightedItems[h].highlighted = false;
}
highlightedItems = [];
// Perform the pick. Must first convert from window coordinates to canvas coordinates, which are
// relative to the upper left corner of the canvas rather than the upper left corner of the page.
var pickList = wwd.pick(wwd.canvasCoordinates(x, y));
//console.log(wwd.frameStatistics.frameTime);
if (pickList.objects.length > 0) {
redrawRequired = true;
}
// Highlight the items picked by simply setting their highlight flag to true.
if (pickList.objects.length > 0) {
for (var p = 0; p < pickList.objects.length; p++) {
pickList.objects[p].userObject.highlighted = true;
// Keep track of highlighted items in order to de-highlight them later.
highlightedItems.push(pickList.objects[p].userObject);
}
}
// Update the window if we changed anything.
if (redrawRequired) {
wwd.redraw(); // redraw to make the highlighting changes take effect on the screen
}
};
// Listen for mouse moves and highlight the placemarks that the cursor rolls over.
wwd.addEventListener("mousemove", handlePick);
// Listen for taps on mobile devices and highlight the placemarks that the user taps.
var tapRecognizer = new WorldWind.TapRecognizer(wwd, handlePick);
});