I am trying to "move" renderables around the web worldwind globe on an interval. To illustrate the issue I am having, I made a small example.
This works (but is inefficient):
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();
}
This is what I'd like to do, but the shape doesn't move:
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();
}
Is there a flag I need to set on the renderable to make it refresh?
Here is the full SurfaceShapes.js file I've been playing with (based on this 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();
}
}
);
Renderable.setPosition(Position position)
? I think it work for your case. If yourshape
is aRenderable
you could useshape.setPosition(...)
. – Diatessaron