text: /*
   * 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 and pick Paths.
   *
   * @version $Id: VeryManyPaths.js 3259 2015-06-25 00:53:55Z tgaskins $
   */
  
  requirejs(['../src/WorldWind',
          '../examples/LayerManager'],
      function (ww,
                LayerManager) {
          "use strict";
  
          // Tell World Wind to log only warnings and errors.
          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.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 World Window for the first time.
          wwd.redraw();
  
          // Create a layer manager for controlling layer visibility.
          var layerManger = 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);
      });