worldview | Interactive interface | Map library

 by   nasa-gibs JavaScript Version: v4.7.0 License: Non-SPDX

kandi X-RAY | worldview Summary

kandi X-RAY | worldview Summary

worldview is a JavaScript library typically used in Geo, Map applications. worldview has no bugs, it has no vulnerabilities and it has low support. However worldview has a Non-SPDX License. You can download it from GitHub.

Interactive interface for browsing full-resolution, global satellite imagery.
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            kandi-support Support

              worldview has a low active ecosystem.
              It has 635 star(s) with 175 fork(s). There are 46 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 2 open issues and 1882 have been closed. On average issues are closed in 689 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of worldview is v4.7.0

            kandi-Quality Quality

              worldview has 0 bugs and 0 code smells.

            kandi-Security Security

              worldview has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              worldview code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              worldview has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              worldview releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.
              It has 10818 lines of code, 35 functions and 595 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed worldview and discovered the below as its top functions. This is intended to give you an instant insight into worldview implemented functionality, and help decide if they suit your requirements.
            • Reducer for undoing layers
            • Reducer reducer to update the state
            • Provides a list of layers .
            • Outputs a buffer writing to the buffer
            • Creates a new map
            • Returns a list of dates in a given date range .
            • Shows for the user .
            • Adds mouse click menu .
            • load all layers
            • Maps the given parameters to a location .
            Get all kandi verified functions for this library.

            worldview Key Features

            No Key Features are available at this moment for worldview.

            worldview Examples and Code Snippets

            No Code Snippets are available at this moment for worldview.

            Community Discussions

            QUESTION

            Zoom out camera while keeping text locked - Phaser 3
            Asked 2021-Nov-27 at 15:54

            I'm making a sword game in which you have to collect coins to get big and you fight people. Here's what I have so far:

            Notice how the player gets bigger as it collects coins. After a while, you get so big that you cover the entire screen.

            I realized I have to zoom out the camera based on the players size.

            This is what I have for camera (in create function)

            this.cameras.main.startFollow(this.mePlayer);

            I added this line of code before it: this.cameras.main.setZoom(0.5)

            Now it turns like this. The text is all smaller and for some reason my tileSprite background breaks too.

            Here is the code for the text.

            ...

            ANSWER

            Answered 2021-Nov-27 at 15:54

            Thanks to samme for helping me solve this.

            In the end I created another camera called UICamera.

            I used the ignore function to ignore all of the game objects on that camera.

            And I ignored all the text, minimap, ui, and tilesprite background on the main camera.

            Then, to zoom out, I would just zoom out the main camera and adjust the tileSprite scale manually.

            See http://phaser.io/examples/v3/view/camera/ignore

            Source https://stackoverflow.com/questions/69684342

            QUESTION

            How do I have a SwiftUI navigation link selected when you open the app
            Asked 2021-Aug-12 at 22:00

            I have created a sample project to explain this better.

            When you open the settings app on iPad, the right side of the screen shows the general settings and the left side shows the general settings navigation link selected

            Image of settings app

            But when people open my app on the right side of the screen is the “Hello” page but on the left, the hello navigation link is not selected

            Image of my app

            My code:

            ...

            ANSWER

            Answered 2021-Aug-12 at 22:00

            First you have to select the starting navigationLink programmatically. For that you have to choose another initializer for the NavigationLink.

            Source https://stackoverflow.com/questions/68764050

            QUESTION

            Why is the spatial resolution of image from WorldView 3 like this?
            Asked 2021-Jul-27 at 14:12

            The output of this image from gdalinfo 20141030-wv03.tif is like this:

            ...

            ANSWER

            Answered 2021-Jul-27 at 14:12

            Your images are in two different coordinate systems.

            Your second file 20150708.tif is in an UTM projection (UTM 50N to be exact) which has map units in meters - that's why the pixel resolutions is in meters (0.51m).

            Your first file 20141030-wv03.tif is in a geographic coordinate system, the widely used World Geodetic System 1984 (or WGS84) which has map units in degrees, giving you the pixel resolution also in (decimal) degrees. On the equator 0.00001 degrees is around 1.11 meters so both images have likely the same resolution.

            For more info on WGS84 vs UTM, this post on GIS stackexchange might be interesting.

            Source https://stackoverflow.com/questions/68546060

            QUESTION

            Async loop on a new thread in rust: the trait `std::future::Future` is not implemented for `()`
            Asked 2021-Jun-14 at 17:28

            I know this question has been asked many times, but I still can't figure out what to do (more below).

            I'm trying to spawn a new thread using std::thread::spawn and then run an async loop inside of it.

            The async function I want to run:

            ...

            ANSWER

            Answered 2021-Jun-14 at 17:28

            #[tokio::main] converts your function into the following:

            Source https://stackoverflow.com/questions/67966950

            QUESTION

            How to set filter only on country boundaries with US worldview?
            Asked 2021-May-03 at 15:40

            I'm using Mapbox GL to color dynamically countries. Some of the countries are red, some are green.

            For this, I'm using the country-boundaries-v1 source, then I use the iso_3166-1 data from country-boundaries to set a filter on the layers that use the country-boundaries source.

            This is the code where I add my layers:

            ...

            ANSWER

            Answered 2021-May-03 at 15:40

            If someone else is facing the same problem, this is the solution:

            Source https://stackoverflow.com/questions/67023965

            QUESTION

            Phaser 3 collider fires endless
            Asked 2021-Apr-02 at 04:26

            I try to make a bouncing bullet for a game that should disappear after bouncing 3 times. I thought it's simple, I gave my bullet a variable with the value of 3 and decreased it in my bullet-platform collider by one.

            After it didn't work and checked the variable with console.log(), I found out that the variable gets decreased continuously. I tested my other colliders and found out that only the bullet-platform collider do that, while the player-platform, enemy-platform, bullet-player and bullet-enemy collider don't. In addition my function for destroying bullets, when they hit a platform, oddly work fine. My bullets only get destroyed when hitting a platform.

            Does anyone have an Idea how to fix that?

            Edit: I made a Github repository of my game for better insight. (At least I hope I did, I haven't used Github before.) https://github.com/Kiroho/Game

            Edit2: After testing around, I found out that it must have something to do with how I use my ammoGroup class.

            I found out that, if I create bullets via ammoGroup (via createMultiple), the collider starts firing for each bullet until I shot them at least once. After all existing bullets are fired once, everything works normally and the collider fires as intended -> only on collision.

            My bullet-platform collider

            ...

            ANSWER

            Answered 2021-Apr-02 at 04:26

            I found out that I have to disable the body of the bullet objects when creating, otherwise the collider fires. I can't find out why, but it seems to be a (more or less) known thing. While body.checkCollision.none=true worked, disabling the body's physic with body.enable = false is probably the better solution, since it disables all physic and not only the collision.

            Source https://stackoverflow.com/questions/66865029

            QUESTION

            How to add a column to a dataframe and set all rows to a specific value
            Asked 2021-Feb-19 at 04:23

            Attempt

            After reading a large json file and capturing only the 'text' column, I would like to add a column to dataframe and set all rows to a specific value:

            ...

            ANSWER

            Answered 2021-Feb-19 at 04:23

            The problem is that your read_json(....).text line returns a series, not a dataframe.

            Adding a .to_frame() and referencing the column in the following line should fix it:

            Source https://stackoverflow.com/questions/66265116

            QUESTION

            Why the results differ between pyephem sublat and STK LLA?
            Asked 2020-Mar-15 at 14:59
                import ephem
            
                line1 = "WorldView 4"
                line2 = '1 41848U 16067A   20074.82580014 -.00000094  00000-0  00000+0 0  9999'
                line3 = "2 41848  97.8435 176.0145 0008992 126.7749 233.3766 15.40359612182266"
                iss = ephem.readtle(line1, line2, line3)
                iss.compute('2020/3/15 04:00:00.000')
                issE = iss.elevation.real/1000
                print("%s,%s,%s"%(iss.sublat,iss.sublong,issE))
            
            ...

            ANSWER

            Answered 2020-Mar-15 at 14:59

            The STK offers definitions of each field:

            https://help.agi.com/stk/11.0.1/Subsystems/dataProviders/Content/Satellite~LLA_State~Fixed.htm

            It does not compute true geographic latitude. Instead it simply computes the angle between the satellite and the Earth's xy plane:

            Lat The detic latitude (i.e., angle between the detic subpoint's surface normal vector and the XY plane.)

            Geographic latitude and detic latitude only agree at the equator, where both are 0°, and at the pole where both are 90°. You can learn more about the difference here:

            https://en.wikipedia.org/wiki/Latitude#Geodetic_and_geocentric_latitudes

            Source https://stackoverflow.com/questions/60689253

            QUESTION

            Implementing Ambient Occlusion in simple Voxel Renderer
            Asked 2020-Feb-09 at 21:08

            I am currently trying to implement Ambient Occlusion in a simple Voxel Renderer, each block is rendered (unless not visible) with 24 vertices and 12 triangles, so no meshing of any kind.

            I followed this tutorial on how ambient occlusion for minecraft-like worlds could work, but it didn't explain how to actually implement that in shaders / graphics programming, so what I've done so far are only my uneducated best guesses.

            The basic idea is, for each vertex to generate a value from the surrounding blocks about how "dark" the ambient occlusion should be. (Nevermind my values being completely wrong currently). These are from 0 (no surroundings) to 3 (vertex completely surrounded) The picture in the tutorial I linked helps to explain that.

            So I tried that, but it seems to not darken the area around a vertex, but instead the whole triangle, the vertex is in... How do I make it not do that? I am a total beginner in shaders and graphics programming, so any help is appreciated :D

            Here is my vertex shader, the inputs are

            • position of vertex
            • normal of vertex
            • tex_coord in texture atlas
            • tile_uv: position on block (0 or 1 for left/right bottom/top)
            • the ambient_occlusion value
            ...

            ANSWER

            Answered 2020-Feb-09 at 21:08

            The "flat" part of this ...

            Source https://stackoverflow.com/questions/60126060

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install worldview

            This project uses Node and Python. See the dependencies section for more information. View the Configuration section for information on how to install the official EOSDIS Worldview configuration, or to add your own custom configuration.

            Support

            Contact us via GitHub or by sending an email to support@earthdata.nasa.gov.
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            https://github.com/nasa-gibs/worldview.git

          • CLI

            gh repo clone nasa-gibs/worldview

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            git@github.com:nasa-gibs/worldview.git

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