WebWorldWind 可渲染位置更新
WebWorldWind Renderable Position Update
我正在尝试 "move" 每隔一段时间在 web worldwind globe 周围渲染可渲染文件。为了说明我遇到的问题,我做了一个小例子。
这可行(但效率低下):
var myVar = setInterval(myTimer, 5000);
function myTimer() {
shapesLayer.removeRenderable(shape);
shape = new WorldWind.SurfaceCircle(new WorldWind.Location(shape.center.latitude+1, shape.center.longitude), 200e3, attributes);
shapesLayer.addRenderable(shape);
console.log(" new pos "+shape.center.latitude + " "+shape.center.longitude);
wwd.redraw();
}
这是我想做的,但形状没有移动:
var myVar = setInterval(myTimer, 5000);
function myTimer() {
shape.center = new WorldWind.Location(shape.center.latitude+1, shape.center.longitude);
console.log(" new pos "+shape.center.latitude + " "+shape.center.longitude);
wwd.redraw();
}
是否需要在可渲染对象上设置标志以使其刷新?
这是我一直在玩的完整 SurfaceShapes.js 文件(基于此 http://worldwindserver.net/webworldwind/examples/SurfaceShapes.html):
/*
* Copyright (C) 2014 United States Government as represented by the Administrator of the
* National Aeronautics and Space Administration. All Rights Reserved.
*/
/**
* Illustrates how to display SurfaceShapes.
*
* @version $Id: SurfaceShapes.js 3320 2015-07-15 20:53:05Z dcollins $
*/
requirejs(['../src/WorldWind',
'./LayerManager'],
function (ww,
LayerManager) {
"use strict";
// Tell World Wind to log only warnings.
WorldWind.Logger.setLoggingLevel(WorldWind.Logger.LEVEL_WARNING);
// Create the World Window.
var wwd = new WorldWind.WorldWindow("canvasOne");
/**
* Added imagery layers.
*/
var layers = [
{layer: new WorldWind.BMNGLayer(), enabled: true},
{layer: new WorldWind.BingAerialWithLabelsLayer(null), enabled: true},
{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 layer to hold the surface shapes.
var shapesLayer = new WorldWind.RenderableLayer("Surface Shapes");
wwd.addLayer(shapesLayer);
// Create and set attributes for it. The shapes below except the surface polyline use this same attributes
// object. Real apps typically create new attributes objects for each shape unless they know the attributes
// can be shared among shapes.
var attributes = new WorldWind.ShapeAttributes(null);
attributes.outlineColor = WorldWind.Color.BLUE;
attributes.drawInterior = false;
attributes.outlineWidth = 4;
attributes.outlineStippleFactor = 1;
attributes.outlineStipplePattern = 0xF0F0;
var highlightAttributes = new WorldWind.ShapeAttributes(attributes);
highlightAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 1);
// Create a surface circle with a radius of 200 km.
var shape = new WorldWind.SurfaceCircle(new WorldWind.Location(35, -120), 200e3, attributes);
shape.highlightAttributes = highlightAttributes;
shapesLayer.addRenderable(shape);
// Create a layer manager for controlling layer visibility.
var layerManger = new LayerManager(wwd);
// Now set up to handle highlighting.
var highlightController = new WorldWind.HighlightController(wwd);
var myVar = setInterval(myTimer, 5000);
function myTimer() {
//Shape doesn't move
shape.center = new WorldWind.Location(shape.center.latitude+1, shape.center.longitude);
//Shape "moves" but is inefficient
//shapesLayer.removeRenderable(shape);
//shape = new WorldWind.SurfaceCircle(new WorldWind.Location(shape.center.latitude+1, shape.center.longitude), 200e3, attributes);
//shapesLayer.addRenderable(shape);
console.log(" new pos "+shape.center.latitude + " "+shape.center.longitude);
wwd.redraw();
}
}
);
文档说 renderables
变量是只读的,但我认为这是可能的。
更改代码
shape.center = new WorldWind.Location(shape.center.latitude+1, shape.center.longitude);
到
index = ShapesLayer.renderables.indexOf(shape);
ShapesLayer.renderables[index].center = new WorldWind.Location(shape.center.latitude+1, shape.center.longitude);
我想ShapesLayer.addRenderable创造花药形状。
如果你觉得这样做不好可以用这个方法
RenderableLayer.prototype.changeRenderable= function (prevRenderable, nextRenderable) {
index = ShapesLayer.renderables.indexOf(prevRenderable);
ShapesLayer.renderables[index].center = nextRenderable;
};
主要代码
ShapesLayer.changeRenderable(shape, new WorldWind.Location(shape.center.latitude+1, shape.center.longitude));
文档:https://nasaworldwind.github.io/WebWorldWind/layer_RenderableLayer.js.html
如果其他人正在看这个,我找到了一个更好的解决方案,通过将 isPrepared 设置为 false 并将 _boundaries 设置为 undefined 来强制它重新计算中心位置。
var myVar = setInterval(myTimer, 5000);
function myTimer() {
shape.isPrepared = false;
shape._boundaries = undefined;
shape.center = new WorldWind.Location(shape.center.latitude+1, shape.center.longitude);
console.log(" new pos "+shape.center.latitude + " "+shape.center.longitude);
wwd.redraw();
}
我正在尝试 "move" 每隔一段时间在 web worldwind globe 周围渲染可渲染文件。为了说明我遇到的问题,我做了一个小例子。
这可行(但效率低下):
var myVar = setInterval(myTimer, 5000);
function myTimer() {
shapesLayer.removeRenderable(shape);
shape = new WorldWind.SurfaceCircle(new WorldWind.Location(shape.center.latitude+1, shape.center.longitude), 200e3, attributes);
shapesLayer.addRenderable(shape);
console.log(" new pos "+shape.center.latitude + " "+shape.center.longitude);
wwd.redraw();
}
这是我想做的,但形状没有移动:
var myVar = setInterval(myTimer, 5000);
function myTimer() {
shape.center = new WorldWind.Location(shape.center.latitude+1, shape.center.longitude);
console.log(" new pos "+shape.center.latitude + " "+shape.center.longitude);
wwd.redraw();
}
是否需要在可渲染对象上设置标志以使其刷新?
这是我一直在玩的完整 SurfaceShapes.js 文件(基于此 http://worldwindserver.net/webworldwind/examples/SurfaceShapes.html):
/*
* Copyright (C) 2014 United States Government as represented by the Administrator of the
* National Aeronautics and Space Administration. All Rights Reserved.
*/
/**
* Illustrates how to display SurfaceShapes.
*
* @version $Id: SurfaceShapes.js 3320 2015-07-15 20:53:05Z dcollins $
*/
requirejs(['../src/WorldWind',
'./LayerManager'],
function (ww,
LayerManager) {
"use strict";
// Tell World Wind to log only warnings.
WorldWind.Logger.setLoggingLevel(WorldWind.Logger.LEVEL_WARNING);
// Create the World Window.
var wwd = new WorldWind.WorldWindow("canvasOne");
/**
* Added imagery layers.
*/
var layers = [
{layer: new WorldWind.BMNGLayer(), enabled: true},
{layer: new WorldWind.BingAerialWithLabelsLayer(null), enabled: true},
{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 layer to hold the surface shapes.
var shapesLayer = new WorldWind.RenderableLayer("Surface Shapes");
wwd.addLayer(shapesLayer);
// Create and set attributes for it. The shapes below except the surface polyline use this same attributes
// object. Real apps typically create new attributes objects for each shape unless they know the attributes
// can be shared among shapes.
var attributes = new WorldWind.ShapeAttributes(null);
attributes.outlineColor = WorldWind.Color.BLUE;
attributes.drawInterior = false;
attributes.outlineWidth = 4;
attributes.outlineStippleFactor = 1;
attributes.outlineStipplePattern = 0xF0F0;
var highlightAttributes = new WorldWind.ShapeAttributes(attributes);
highlightAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 1);
// Create a surface circle with a radius of 200 km.
var shape = new WorldWind.SurfaceCircle(new WorldWind.Location(35, -120), 200e3, attributes);
shape.highlightAttributes = highlightAttributes;
shapesLayer.addRenderable(shape);
// Create a layer manager for controlling layer visibility.
var layerManger = new LayerManager(wwd);
// Now set up to handle highlighting.
var highlightController = new WorldWind.HighlightController(wwd);
var myVar = setInterval(myTimer, 5000);
function myTimer() {
//Shape doesn't move
shape.center = new WorldWind.Location(shape.center.latitude+1, shape.center.longitude);
//Shape "moves" but is inefficient
//shapesLayer.removeRenderable(shape);
//shape = new WorldWind.SurfaceCircle(new WorldWind.Location(shape.center.latitude+1, shape.center.longitude), 200e3, attributes);
//shapesLayer.addRenderable(shape);
console.log(" new pos "+shape.center.latitude + " "+shape.center.longitude);
wwd.redraw();
}
}
);
文档说 renderables
变量是只读的,但我认为这是可能的。
更改代码
shape.center = new WorldWind.Location(shape.center.latitude+1, shape.center.longitude);
到
index = ShapesLayer.renderables.indexOf(shape);
ShapesLayer.renderables[index].center = new WorldWind.Location(shape.center.latitude+1, shape.center.longitude);
我想ShapesLayer.addRenderable创造花药形状。
如果你觉得这样做不好可以用这个方法
RenderableLayer.prototype.changeRenderable= function (prevRenderable, nextRenderable) {
index = ShapesLayer.renderables.indexOf(prevRenderable);
ShapesLayer.renderables[index].center = nextRenderable;
};
主要代码
ShapesLayer.changeRenderable(shape, new WorldWind.Location(shape.center.latitude+1, shape.center.longitude));
文档:https://nasaworldwind.github.io/WebWorldWind/layer_RenderableLayer.js.html
如果其他人正在看这个,我找到了一个更好的解决方案,通过将 isPrepared 设置为 false 并将 _boundaries 设置为 undefined 来强制它重新计算中心位置。
var myVar = setInterval(myTimer, 5000);
function myTimer() {
shape.isPrepared = false;
shape._boundaries = undefined;
shape.center = new WorldWind.Location(shape.center.latitude+1, shape.center.longitude);
console.log(" new pos "+shape.center.latitude + " "+shape.center.longitude);
wwd.redraw();
}