text: /*
   * 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 GeographicMesh shapes.
   */
  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 the mesh's positions.
          var meshPositions = [];
          for (var lat = 30; lat <= 35; lat += 0.5) {
              var row = [];
              for (var lon = -120; lon <= -110; lon += 0.5) {
                  // Create elevations that follow a sine wave in latitude and a cosine wave in longitude.
                  var elevationScale =
                      Math.sin(((lat - 30) / 5) * 2 * Math.PI) * Math.cos(((lon + 120) / 10) * 2 * Math.PI);
  
                  row.push(new WorldWind.Position(lat, lon, 100e3 * (1 + elevationScale)));
              }
  
              meshPositions.push(row);
          }
  
          // Create a mesh with a texture image.
  
          // Create the mesh.
          var mesh = new WorldWind.GeographicMesh(meshPositions, null);
  
          // Create and assign 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;
          mesh.attributes = meshAttributes;
  
          // Create and assign the mesh's highlight attributes.
          var highlightAttributes = new WorldWind.ShapeAttributes(meshAttributes);
          highlightAttributes.outlineColor = WorldWind.Color.RED;
          highlightAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 1);
          highlightAttributes.applyLighting = false;
          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 = "Geographic Mesh";
          meshLayer.addRenderable(mesh);
          wwd.addLayer(meshLayer);
  
          // Create a mesh that displays a custom image.
  
          // Create custom image 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 = [];
          for (lat = 30; lat <= 35; lat += 0.5) {
              row = [];
              for (lon = -100; lon <= -90; lon += 0.5) {
                  row.push(new WorldWind.Position(lat, lon, 100e3));
              }
  
              meshPositions.push(row);
          }
  
          // Create the mesh.
          mesh = new WorldWind.GeographicMesh(meshPositions, null);
  
          // Create and assign the mesh's attributes.
          meshAttributes = new WorldWind.ShapeAttributes(null);
          meshAttributes.outlineColor = WorldWind.Color.BLUE;
          meshAttributes.interiorColor = new WorldWind.Color(1, 1, 1, 0.7);
          meshAttributes.imageSource = new WorldWind.ImageSource(canvas);
          meshAttributes.applyLighting = false;
          mesh.attributes = meshAttributes;
  
          // Create and assign the mesh's highlight attributes.
          highlightAttributes = new WorldWind.ShapeAttributes(meshAttributes);
          highlightAttributes.outlineColor = WorldWind.Color.WHITE;
          mesh.highlightAttributes = highlightAttributes;
  
          // Add the shape 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);
      });