Global

Members

_events

The set of event that will be linked to this animation

_ranges

Stores the animation ranges for the animation

constant _SourceDataTypeObject

纹理数据类型

_total

Total budget, in milliseconds, allowed for one frame

age

The current age of the particle.

alphanumber

获取设置mvt地图允许的透明度

Default Value:
1.0

angle

The current angle of the particle.

angularSpeed

Defines how fast is the angle changing.

AttDataTypeObject

Grid切片存储的数据类型

attributesObject

获取属性信息

backfacesTerrainboolean

地形检测是否包含背面(即射线从地形内部向外时是否检测)

Default Value:
true

baseColorTexture

基色纹理

billboardMode

设置billboard模式

BingMapsStyle

必应地图提供的影像类

Properties:
Name Type Default Description
AERIAL String Aerial

航拍影像。

AERIAL_WITH_LABELS String AerialWithLabels

带有道路覆盖层的航拍影像。

AERIAL_WITH_LABELS_ON_DEMAND String AerialWithLabelsOnDemand

带有道路覆盖的航拍图像。

ROAD String Road

没有额外影像的道路。

ROAD_ON_DEMAND String RoadOnDemand

没有额外图像的道路。

CANVAS_DARK String CanvasDark

道路地图的暗黑版。

CANVAS_LIGHT String CanvasLight

简化版的路线图。

CANVAS_GRAY String CanvasGray

道路地图的灰度版本。

ORDNANCE_SURVEY String OrdnanceSurvey

地形测量影像。

COLLINS_BART String CollinsBart

Collins Bart 影像。

BlendEquation

确定两个像素值的组合方式。

Properties:
Name Type Default Description
ADD Number WebGLConstants.FUNC_ADD

像素值按分量相加。这种方法用于半透明效果的叠加混合。

SUBTRACT Number WebGLConstants.FUNC_SUBTRACT

像素值按分量相减(源 - 目标)。 这在透明效果的 Alpha 混合中使用。

REVERSE_SUBTRACT Number WebGLConstants.FUNC_REVERSE_SUBTRACT

像素值按分量相减(目的地 - 信号源)。

MIN Number WebGLConstants.MIN

像素值被赋予给最小值函数(min(source, destination))。

这个方程对每个像素的颜色分量进行运算。

MAX Number WebGLConstants.MAX

像素值被传递给最大值函数(max(source, destination))。

这个方程对每个像素的颜色分量进行运算。

blendingSpeed

存储动画的混合速度

BlendOption

确定布告板中点和标签的不透明和半透明部分与场景的混合模式。

Properties:
Name Type Default Description
OPAQUE Number 0

确定布告板,点和标签是完全不透明的。

TRANSLUCENT Number 1

集合中的布告板,点和标签是完全半透明的。

OPAQUE_AND_TRANSLUCENT Number 2

集合中的布告板,点和标签是不透明和半透明混合。

bufferResetEvent

清空uniformbuffer data,重置buffer size事件,此事件触发时原有对象的uniform block index不可用,需要重新获取

cacheObject

A cache of objects tied to this context. Just before the Context is destroyed, destroy will be invoked on each object in this object literal that has such a method. This is useful for caching any objects that might otherwise be stored globally, except they're tied to a particular context, and to manage their lifetime.

calloutColor

设置获取线颜色

calloutWidth

设置获取线宽

CameraEventType

相机交互类

Properties:
Name Type Default Description
LEFT_DRAG Number 0

按下鼠标左键,然后移动鼠标并释放按钮。

RIGHT_DRAG Number 1

按下鼠标右键,然后移动鼠标并释放按钮。

MIDDLE_DRAG Number 2

按住鼠标中键,然后移动鼠标并释放按钮

WHEEL Number 3

滚动鼠标中键。

PINCH Number 4

触摸屏上双指触摸。

CategoryFieldName

特征值字段类

Properties:
Name Type Default Description
Elevation String VertexWeight

点云海拔高度。

Intensity String PointCloudIntensity

点云强度。

ClassCode String PointCloudClassCode

点云类别。

Offset String VertexOffset

顶点偏移。

Velocity String Velocity

速度,(二维或三维速度)可用于S3M水面设置水流方向可视化效果。

CategoryVisibleMode

按特征值设置显隐模式类

Properties:
Name Type Default Description
Hide Number 0

隐藏。

Visible Number 1

显示。

ResetAll Number 2

重置,全部显示。

cellIndex

定义粒子从精灵中渲染时所使用的单元索引。

constant Cesium3DTileColorBlendModenumber

定义了如何将Cesium API或声明式样式设置的每个特征的颜色与原始特征中的源颜色(例如,glTF材质或图块中的每个点的颜色)进行混合。

当使用REPLACEMIX且源颜色为glTF材质时, 该技术必须将_3DTILESDIFFUSE语义分配给漫反射颜色参数。否则,仅支持HIGHLIGHT

无论图块集的颜色混合模式如何,颜色值为白色(1.0, 1.0, 1.0)的特性在渲染时始终不会进行颜色混合。


"techniques": {
  "technique0": {
    "parameters": {
      "diffuse": {
        "semantic": "_3DTILESDIFFUSE",
        "type": 35666
      }
    }
  }
}
Properties:
Name Type Default Description
HIGHLIGHT number 0

将源颜色与特征颜色相乘。

REPLACE number 1

用特征颜色替换源颜色。

MIX number 2

将源颜色和特征颜色混合在一起。

clampEnabled

获取一个布尔属性,该属性指定mvt符号是应固定在地面上还是模型上。

ClampMode

绘制、量算的几何对象的风格类。

Properties:
Name Type Default Description
Space Number 0

空间模式

Ground Number 1

贴地模式

S3mModel Number 2

贴对象模式

Raster Number 3

栅格化模式

Both Number 4

贴地贴对象模式

See:

clampTerrainEnabled

Gets the boolean property specifying whether the mvt symbol should be clamped to the ground.

ClassificationType

地形,和3D Tiles的分类模式类

Properties:
Name Type Default Description
TERRAIN Number 0

只有地形会被分类。

CESIUM_3D_TILE Number 1

只有3D Tiles会被分类。

S3M_TILE Number 2

S3M Tile 被分类。

BOTH Number 3

地形和 3D Tiles 都会被分类。

NUMBER_OF_CLASSIFICATION_TYPES 4

ClippingType

裁剪模式。

Properties:
Name Type Default Description
KeepOutside Number 1

裁剪内部

KeepInside Number 2

裁剪外部

ClipPlaneMode

裁剪面的截面模式类。

Properties:
Name Type Default Description
NONE Number 0

没有截面。

COLOR Number 1

截面用指定的颜色。

MODEL_COLOR Number 2

截面用模型的颜色(S3M图层不适用)。

color

The color of the particle.

ColorBlendMode

用于定义目标颜色和源颜色的不同混合模式类。

Properties:
Name Type Default Description
HIGHLIGHT Number 0

将源颜色乘以目标颜色。

REPLACE Number 1

目标颜色替换源颜色。

MIX Number 2

目标颜色替换源颜色。

ColorModulationInfo

使用点云强度特征值设置颜色表时,根据点云强度的最大最小值设置颜色表中的最大最小值。

colorStep

The color change of the particle per step.

ColorStyleObject

颜色风格

ControlModeObject

设置相机的操作中心点

CredentialType

密钥类型

Properties:
Name Type Default Description
ISERVER_TOKEN String token

iserver 密钥类型。

IPORTAL_KEY String key

iportal 密钥类型。

constant CustomShaderModestring

An enum describing how the CustomShader will be added to the fragment shader. This determines how the shader interacts with the material.

Properties:
Name Type Default Description
MODIFY_MATERIAL string MODIFY_MATERIAL

The custom shader will be used to modify the results of the material stage before lighting is applied.

REPLACE_MATERIAL string REPLACE_MATERIAL

The custom shader will be used instead of the material stage. This is a hint to optimize out the material processing code.

constant CustomShaderTranslucencyModenumber

An enum for controling how CustomShader handles translucency compared with the original primitive.

Properties:
Name Type Default Description
INHERIT number 0

Inherit translucency settings from the primitive's material. If the primitive used a translucent material, the custom shader will also be considered translucent. If the primitive used an opaque material, the custom shader will be considered opaque.

OPAQUE number 1

Force the primitive to render the primitive as opaque, ignoring any material settings.

TRANSLUCENT number 2

Force the primitive to render the primitive as translucent, ignoring any material settings.

dataBounds

datasetString

获取数据集名称

datasourceString

获取数据源名称

destroyAttachmentsBoolean

When true, the framebuffer owns its attachments so they will be destroyed when Framebuffer#destroy is called or when a new attachment is assigned to an attachment point.

Default Value:
true
See:
  • Framebuffer#destroy

direction

The world direction of the particle in the scene.

direction1

Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.

direction1

Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.

direction1

Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.

direction2

Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.

direction2

Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.

direction2

Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.

distanceVisible

该实例的隐藏显示条件由图层的最大可见距离决定,内部调用

DrawMode

绘制模式类

Properties:
Name Type Default Description
Point Number 0

绘制点

Line Number 1

绘制线

Polygon Number 2

绘制面

Marker Number 3

绘制图标

Box Number 4

绘制Box

Circle Number 5

绘制圆

See:

durationNumber

播放时间,单位秒

Default Value:
1

constant DynamicAtmosphereLightingTypenumber

Atmosphere lighting effects (sky atmosphere, ground atmosphere, fog) can be further modified with dynamic lighting from the sun or other light source that changes over time. This enum determines which light source to use.

Properties:
Name Type Default Description
NONE number 0

Do not use dynamic atmosphere lighting. Atmosphere lighting effects will be lit from directly above rather than using the scene's light source.

SCENE_LIGHT number 1

Use the scene's current light source for dynamic atmosphere lighting.

SUNLIGHT number 2

Force the dynamic atmosphere lighting to always use the sunlight direction, even if the scene uses a different light source.

emissiveTexture

自发光纹理

emitFromSpawnPointOnly

Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)

enableIndoorColliDetectionBoolean

开启或者关闭相机在室内的碰撞检测。

Default Value:
false

excavationSideTextureUrl

地形开挖纹理设�?

excludeLabelsboolean

是否排除标签(Label)元素的相交检测(避免点击标签时触发对象选择)

Default Value:
false

constant excludesReverseAxisArray.<number>

EPSG codes known to not include reverse axis orders, and are within 4000-5000.

fboEnable

当前帧渲染状态下使用framebuffer是否启用

fboName

当前帧渲染状态下使用framebuffer名字

fboType

当前帧渲染状态下使用framebuffer类型[FrameBufferType]

featureIDNumber

获取要素ID

fieldNamesArray.<String>

获取数据集字段名

FillStyle

S3M图层填充风格类

Properties:
Name Type Default Description
Fill Number 0

填充模式。

WireFrame Number 1

线框模式。

Fill_And_WireFrame Number 2

填充和线框模式。

See:

filteredLayerViewUidsArray.<(string|number)>

允许检测的图层视图唯一标识(仅isFiltered为true时生效)

Default Value:
[]

FlyInterpolationMode

相机飞行插值模式

Properties:
Name Type Default Description
NONE Number 0

不插值

CATMULL_ROM Number 1

CatmullRom插值

fragmentShaderSourceShaderSource

片段着色器源。默认的顶点着色器是ViewportQuadVS。

Default Value:
undefined

gammaNumber

generatedMaterialValues[undefined]

use 10 elements array to save texture motion parameters, because they must be computed at the same time. [ offsetSpeedU, startOffsetU, offsetSpeedV, startOffsetV, offsetPeriod, tilingSpeedU, startTilingU, tilingSpeedV, startTilingV, tilingPeriod ];

geodeMatrix

骨架对应的runtimePrimitive上的变换矩阵

geodeMatrix

骨架对应的geode上的变换矩阵

geometryGeometry3D

获取或设置几何对象

globeDepthTextureTexture

granularityProperty

获取或设置number属性,指定矩形上点之间角距离。

Default Value:
{CesiumMath.RADIANS_PER_DEGREE}

gridBufferArray

瓦片流数据

gridLayerGridLayer

关联的图层

gridUrlString

瓦片URL

hasConstraints

当前计数器是否设置过控制条件

hasFirstTexture

是否有第一重纹理(普通纹理),不包含pbr纹理

hasSecTexture

是否有第二重纹理(普通烘培纹理),不包含pbr纹理

hasTexture

是否有纹理,包含普通纹理和pbr纹理

heightRange

Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)

HeightReference

表示相对于地形的位置。

Properties:
Name Type Default Description
NONE Number 0

绝对位置。

CLAMP_TO_GROUND Number 1

贴地形和3D Tiles模型。

RELATIVE_TO_GROUND Number 2

相对地形和3D Tiles模型的垂直高度。

CLAMP_TO_TERRAIN number 3

贴地形。

RELATIVE_TO_TERRAIN number 4

相对于地形的垂直高度。

CLAMP_TO_3D_TILE number 5

贴3D Tiles模型。

RELATIVE_TO_3D_TILE number 6

相对于3D Tiles模型的垂直高度。

hudboolean

是否支持HUD(平视显示器)元素的相交检测

Default Value:
true

image

设置图标

imageReady

图片是否已经下载好

InstancedType

实例化类

Properties:
Name Type Default Description
INSTANCED_LAYER Number Instanced_Layer

实例化的图层。

INSTANCED_OBJECT Instanced_Object

实例化的对象。

instanceInverseMatrix

实例相对批次中心点变换矩阵的逆

instanceMatrix

实例相对批次中心点变换矩阵

InterpolationType

设插值类,默认值Linear

Properties:
Name Type Default Description
Linear Number 0

线性插值。

Acceleration Number 1

加速运动插值。

Deceleration Number 2

减速运动插值。

CubicSpline Number 3

三次样条曲线插值。

SmoothStep Number 4

SmoothStep插值(y = (3 - 2 * t) * t * t)。

inverseGeodeMatrix

骨架对应的runtimePrimitive上的变换矩阵的逆

inverseGeodeMatrix

骨架对应的geode上的变换矩阵的逆

inverseViewRotation3DMatrix3

3X3的矩阵

invisibleTerrainboolean

是否检测不可见的地形(用于特殊场景,如隐藏地形的碰撞检测)

Default Value:
false

isEditableboolean

数据集是否支持编辑

isFilteredboolean

是否启用「图层过滤」(开启后仅检测filteredLayerViewUids中的图层)

Default Value:
false

isVisibleBoolean

获取位置指示器的可见性。当所选对象没有位置时,即使对象已被选中,该值也可以为 false。

LabelStyle

标签绘制模式。

Properties:
Name Type Default Description
FILL Number 0

填充标签文字,不描边。

OUTLINE Number 1

描边标签文字,不填充。

FILL_AND_OUTLINE Number 2

填充并描边标签文字。

See:

levelNumber

层级

lifeTime

Defines how long will the life of the particle be.

constant LightingModelnumber

The lighting model to use for lighting a Model.

Properties:
Name Type Default Description
UNLIT number 0

Use unlit shading, i.e. skip lighting calculations. The model's diffuse color (assumed to be linear RGB, not sRGB) is used directly when computing out_FragColor. The alpha mode is still applied.

PBR number 1

Use physically-based rendering lighting calculations. This includes both PBR metallic roughness and PBR specular glossiness. Image-based lighting is also applied when possible.

LightSourceType

光源类

Properties:
Name Type Default Description
DIRECTIONAL Number 0

平行光。

POINT Number 1

点光源。

SPOT Number 2

聚光灯。

HEMISPHERE Number 3

半球光

lineAntialiasingboolean

获取设置mvt地图的线是否抗锯齿

Default Value:
true

LineDisplayType

设置遮挡模式

Properties:
Name Type Default Description
OCCLUDED Number 0

遮挡。

OCCLUDED_TRANSLUCENT Number 1

遮挡部分半透。

NON_OCCLUDED Number 2

不被遮挡。

loadingGridGridImagery

已经下载好的Grid

LoadingPriorityMode

加载优先级模式。

Properties:
Name Type Default Description
Root_Priority Number 0

层优先加载模式。

Child_Priority Number 1

深度优先加载模式。

UsePagedLodInfo Number 2

根据空间索引来加载。

Child_Priority_NonLinear Number 3

深度优先非线性切换。加载大面积精细模型瓦片时,选择该模式,可以减少远处的更新量。

MapMode2D

地图在二维模式下的运行模式。

Properties:
Name Type Default Description
ROTATE Number 0

二维地图可绕Z轴旋转。

INFINITE_SCROLL Number 1

二维地图可在水平方向无限滚动。

maxEmitBox

Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.

maxValueNumber

点云数据颜色值最大值。

maxzoomnumber

获取设置mvt地图允许的最大层级

Default Value:
22

MeasureMode

量算模式类。

Properties:
Name Type Default Description
Distance Number 0

距离量算模式

Area Number 1

高度量算模式

DVH Number 2

空间距离、水平距离、垂直距离三分量量算模式(测高)。

Angle Number 4

角度量算模式:支持方位角(正北方向顺时针,范围为0 ~ 360)和俯仰角(水平向上,范围为-90 ~ +90)

See:

constant MetadataComponentTypestring

An enum of metadata component types.

Properties:
Name Type Default Description
INT8 string INT8

An 8-bit signed integer

UINT8 string UINT8

An 8-bit unsigned integer

INT16 string INT16

A 16-bit signed integer

UINT16 string UINT16

A 16-bit unsigned integer

INT32 string INT32

A 32-bit signed integer

UINT32 string UINT32

A 32-bit unsigned integer

INT64 string INT64

A 64-bit signed integer. This type requires BigInt support.

UINT64 string UINT64

A 64-bit signed integer. This type requires BigInt support

FLOAT32 string FLOAT32

A 32-bit (single precision) floating point number

FLOAT64 string FLOAT64

A 64-bit (double precision) floating point number

constant MetadataTypestring

An enum of metadata types. These metadata types are containers containing one or more components of type MetadataComponentType

Properties:
Name Type Default Description
SCALAR string SCALAR

A single component

VEC2 string VEC2

A vector with two components

VEC3 string VEC3

A vector with three components

VEC4 string VEC4

A vector with four components

MAT2 string MAT2

A 2x2 matrix, stored in column-major format.

MAT3 string MAT3

A 3x3 matrix, stored in column-major format.

MAT4 string MAT4

A 4x4 matrix, stored in column-major format.

BOOLEAN string BOOLEAN

A boolean (true/false) value

STRING string STRING

A UTF-8 encoded string value

ENUM string ENUM

An enumerated value. This type is used in conjunction with a MetadataEnum to describe the valid values.

metallicRoughnessTexture

金属粗糙度纹理

minEmitBox

Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.

minValueNumber

点云数据颜色值最小值。

minzoomnumber

获取设置mvt地图允许的最小层级

Default Value:
0

MixColorType

图层颜色混合模式类

Properties:
Name Type Default Description
MIX Number 0

颜色混合模式。

REPLACE Number 1

颜色替换模式。

ModelAnimationLoop

确定是否以及如何播放glTF动画。

Properties:
Name Type Default Description
NONE Number 0

播放1次,不循环。

REPEAT Number 1

循环播放,动画停止后立即从头开始播放。

MIRRORED_REPEAT Number 2

循环动画,向前播放,然后反向播放,一直循环。

See:

MultiViewportMode

多视口模式类。

Properties:
Name Type Default Description
NONE Number 0

非多视口模式,即只有一个视口。

HORIZONTAL Number 1

水平跨越双视口模式。

VERTICAL Number 2

垂直跨越双视口模式。

QUAD Number 3

四视口模式。

TRIPLE Number 4

三视口模式。

VerticalTrisection Number 5

水平三视口模式,三个视口位于同一水平方向上。

FIVE_DIVISIONS Number 6

五视口模式。

SIX_DIVISIONS Number 7

六视口模式。

SEVEN_DIVISIONS Number 8

七视口模式。

EIGHT_DIVISIONS Number 9

八视口模式。

NINE_DIVISIONS Number 10

九视口模式。

needLinearDepthDerivedCommand

是否需要线性深度的DepthDerivedCommand被创建

needUpdateBoolean

是否需要更新

normalRequiredboolean

是否需要计算相交点的法向量(用于光照、朝向判断等场景)

Default Value:
true

normalTexture

法线纹理

occlusionTexture

遮挡纹理

readonly offsetBoundingRectangle

options

Example
{
  webgl : {
    alpha : false,
    depth : true,
    stencil : false,
    antialias : true,
    premultipliedAlpha : true,
    preserveDrawingBuffer : false,
    failIfMajorPerformanceCaveat : true
  },
  allowTextureFilterAnisotropic : true
}

outputFbo

设置输出fbo

outputTextureTexture

输出纹理

Default Value:
undefined

ownerObject

创建此命令的对象。这对于调试命令执行非常有用;它允许我们在仅有命令引用时看到是谁创建了命令,并且可以用来通过Scene#debugCommandFilter选择性地执行命令。

Default Value:
undefined
See:
  • Scene#debugCommandFilter

PackingRequestObject

打包请求编码方式

ParticleModenumber

栅格流场的单个粒子的渲染模式

Properties:
Name Type Default Description
Texture number 0

纹理模式

Point number 1

点图元模式

passPass

渲染的阶段。始终是计算阶段。

Default Value:
Pass.COMPUTE;

pbrBatchTexture

pbr打组参数纹理

PBRExtensionParamterType

PBR附加参数类型

constant PerformancePreferenceModeObject

性能偏好模式:性能优先、效果优先

persistsBoolean

渲染器资源是否会在调用之后持续存在。否则,它们将在完成后被销毁。

Default Value:
false

polygonAddedEvent

An event triggered when a new clipping polygon is added to the collection. Event handlers are passed the new polygon and the index at which it was added.

Default Value:
Event()

polygonRemovedEvent

An event triggered when a new clipping polygon is removed from the collection. Event handlers are passed the new polygon and the index from which it was removed.

Default Value:
Event()

position

The world position of the particle in the scene.

positionCartesian3

获取或设置显示选择指示器的对象的地理位置。

postExecutefunction

在执行ComputeCommand后调用的函数。将输出纹理作为其唯一参数。

Default Value:
undefined

preExecutefunction

在ComputeCommand执行之前立即调用的函数。用于更新任何渲染器资源。它将ComputeCommand作为其唯一的参数。

Default Value:
undefined

Quality

热力图的质量,用热力图的纹理分辨率表示。

Properties:
Name Type Default Description
LOW Number 1024

低质量。

MEDIUM Number 2048

中等质量,为默认值。

HIGH Number 4096

高质量。

radiusRange

Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)

RasterGeometryType

实时栅格化的几何对象类

Properties:
Name Type Default Description
POLYLINE Number 0

折线。

POLYGON Number 1

多边形。

POLYGON_HOLE Number 2

带洞的多边形(如果一个原始多边形是带洞的,则其外部边界点和洞需要分别添加绘制)。

readyGridGridImagery

已经处理好的Grid

readyPromisePromise

获取数据集对象是否准备就绪

rectangleRectangle

瓦片地理范围

rectangle

获取天地图服务的区域范围

rectangleScratch

请求给定瓦片的几何图形。这个函数之前不应该被调用SCTTerrainProvider#ready返回true。结果包括地形数据,并表明所有子瓦片都可用。

referenceCountNumber

引用次数

requestNumber

下载请求

RequestType

标识请求类(用于更精细的日志记录和优先级排序)

Properties:
Name Type Default Description
TERRAIN Number 0

地形请求。

IMAGERY Number 1

影像请求。

TILES3D Number 2

3D Tiles 请求。

OTHER Number 3

其余请求。

PACK Number 4

打组请求。

BLOCK Number 5

块请求。

BLOCKPACK Number 6

打组块请求。

RotationOriginnumber

旋转原点类型

Properties:
Name Type Default Description
CENTER number 0

模型中心点

APEX number 1

圆锥顶点

S3MCompressType

S3M纹理压缩类型

scale

The current scale of the particle.

ScanEffectMode

扫描线效果模式类。

Properties:
Name Type Default Description
CIRCLE String {"programDefines": "CIRCLE"}

圆环状扫描模式。

LINE String {"programDefines": "LINE"}

线状扫描模式。

SceneMode

视图模式类。

Properties:
Name Type Default Description
MORPHING Number 0

在视图模式之间切换 三维转二维。

COLUMBUS_VIEW Number 1

2.5维视图模式。

SCENE2D Number 2

二维视图模式。

SCENE3D Number 3

三维视图模式。

SelectColorTypeObject

S3M图层选中颜色模式

selectionModeboolean

是否开启「选择模式」(开启后可能影响HUD/退化对象的检测逻辑)

Default Value:
false

selectOpaqueTerrainOnlyboolean

地形检测是否仅选择不透明部分(过滤透明地形)

Default Value:
true

readonly shaderDefinesObject.<string, any>

readonly shaderMaximumIntersectionsLengthnumber

The maximum number of intersections against the shape for any ray direction.

shaderProgramShaderProgram

要应用的着色程序。

Default Value:
undefined

readonly shaderUniformsObject.<string, any>

ShadowMode

指定启用阴影时对象是否投射或接收来自光源的阴影。

Properties:
Name Type Default Description
DISABLED Number 0

该物体不投射也不接受阴影。

ENABLED Number 1

该物体接收或投射阴影。

CAST_ONLY Number 2

该物体只投射出阴影。

RECEIVE_ONLY Number 3

该物体只接收阴影

NUMBER_OF_SHADOW_MODES 4

SHADOWTYPEObject

S3M图层阴影类型

showSelectionBoolean

获取或设置选择指示符的可见性。

size

The current size of the particle.

SplitDirectionObject

卷帘方向

constant SplitDirectionnumber

The direction to display a primitive or ImageryLayer relative to the Scene#splitPosition.

Properties:
Name Type Default Description
LEFT number -1

Display the primitive or ImageryLayer to the left of the Scene#splitPosition.

NONE number 0

Always display the primitive or ImageryLayer.

RIGHT number 1

Display the primitive or ImageryLayer to the right of the Scene#splitPosition.

See:

startDirection

获取或者设置起始方向,与正北方向夹角,单位弧度

starvedLastFrame

Indicates if this job was starved last frame. This prevents it from being stolen from this frame.

starvedThisFrame

Indicates if this job type was starved this frame, i.e., a job tried to run but didn't have budget

stateNumber

瓦片状态

stolenFromMeThisFrame

Time, in milliseconds, that other job types stole this frame

StopPlayMode

站点模式类

Properties:
Name Type Default Description
StopPause String StopPause

普通模式

StopAround String StopAround

站点环绕模式

See:

结果存储模式(关联StoreResults枚举)

Default Value:
StoreResults.ALL

constant SunLightAnalysisMode

日照分析模式类

Properties:
Name Type Default Description
SunlightDuration number 0

日照时长。

ShadowDuration number 1

阴影时长。

systems

Gets the particle system list

textureTexture

瓦片构建的纹理

textureCoordinateRectangleCartesian4

有效的UV范围

textureReady

所有纹理是否ready,纹理数据填显卡完毕

textureTranslationAndScaleCartesian4

平移缩放矩阵

textureWebMercatorBoolean

是否使用投影

totalPrimitveCount

返回当前统计的已经使用的渲染图元个数

totalROCount

返回当前统计的已经使用的渲染批次个数

TurningMode

相机飞行拐弯模式类

Properties:
Name Type Default Description
Smoothly Number 0

平滑拐弯

Directly Number 1

直接拐弯

type

获取实例对象的类型

uboBlockByteSize

每个uniform block的字节大小

underWaterEffectUnderWaterEffect

获取场景水下效果设置类

Example
var underWaterEffect= scene.underWaterEffect;
underWaterEffect.show = true;

uniformMapObject

一个包含函数的对象,这些函数的名称与着色器程序中的统一变量匹配,并返回用于设置这些统一变量的值

Default Value:
undefined

constant UniformTypestring

An enum of the basic GLSL uniform types. These can be used with CustomShader to declare user-defined uniforms.

Properties:
Name Type Default Description
FLOAT string float

A single floating point value.

VEC2 string vec2

A vector of 2 floating point values.

VEC3 string vec3

A vector of 3 floating point values.

VEC4 string vec4

A vector of 4 floating point values.

INT string int

A single integer value

INT_VEC2 string ivec2

A vector of 2 integer values.

INT_VEC3 string ivec3

A vector of 3 integer values.

INT_VEC4 string ivec4

A vector of 4 integer values.

BOOL string bool

A single boolean value.

BOOL_VEC2 string bvec2

A vector of 2 boolean values.

BOOL_VEC3 string bvec3

A vector of 3 boolean values.

BOOL_VEC4 string bvec4

A vector of 4 boolean values.

MAT2 string mat2

A 2x2 matrix of floating point values.

MAT3 string mat3

A 3x3 matrix of floating point values.

MAT4 string mat4

A 3x3 matrix of floating point values.

SAMPLER_2D string sampler2D

A 2D sampled texture.

SAMPLER_CUBE string samplerCube

urlString

获取数据服务地址

UrlTypeObject

S3M图层请求数据形式

usedThisFrame

Time, in milliseconds, used so far during this frame

useMeshNormalsForDirection

Gets or sets a boolean indicating that particle directions must be built from mesh face normals

useWebMercatorTBoolean

是否是投影数据

constant VaryingTypestring

An enum for the GLSL varying types. These can be used for declaring varyings in CustomShader

Properties:
Name Type Default Description
FLOAT string float

A single floating point value.

VEC2 string vec2

A vector of 2 floating point values.

VEC3 string vec3

A vector of 3 floating point values.

VEC4 string vec4

A vector of 4 floating point values.

MAT2 string mat2

A 2x2 matrix of floating point values.

MAT3 string mat2

A 3x3 matrix of floating point values.

MAT4 string mat4

A 3x3 matrix of floating point values.

vectorTilesMapSettingVectorTilesMapSetting

MVT地图的全局设置

vertexArrayVertexArray

顶点数组。如果没有提供,将使用viewport quad。

Default Value:
undefined

vertexColorLinear

模型的顶点颜色是否为线性空间,默认为gamma空间

verticalOffsetnumber

垂直偏移量(用于调整射线起点高度,如地形抬高补偿)

Default Value:
0

ViewDomeType

开敞度显示类

Properties:
Name Type Default Description
VISIBLEDOME number 0

可视部分。

HIDDENDOME number 1

隐藏部分。

ALLDOME number 2

全部显示。

readonly viewportInfoCartesian4

VolumeRenderMode

实时栅格化的几何对象类

Properties:
Name Type Default Description
VolumeRendering Number 0

体。

Slice Number 1

剖切面。

ContourValue Number 2

等值面。

VolumetricCloudsQuality

体积云质量.

constant VoxelShapeTypestring

An enum of voxel shapes. The shape controls how the voxel grid is mapped to 3D space.

Properties:
Name Type Default Description
BOX string BOX

A box shape.

ELLIPSOID string ELLIPSOID

An ellipsoid shape.

CYLINDER string CYLINDER

A cylinder shape.

WalkingMode

相机模式类

Properties:
Name Type Default Description
NONE Number 0

默认模式,为第三人称相机模式0。

ByKeyboard Number 1

键盘驱动的第一人称相机模式1。

WallGeometryLibrary

private

WaterMode

设置淹没分析(连通性)类(支持的数据:地形和模型,需要配合dsm数据集使用,dsm需发布数据服务)

Properties:
Name Type Default Description
Clamp Number 0

贴地方式。

Absolute Number 1

水面绝对高度。

WaveStrength

设置水流波纹强度类

Properties:
Name Type Default Description
CALM Number 0

平静水面。

SLIGHT Number 1

轻微波纹。

MILD Number 2

中等波纹。

MODERATE Number 3

较大波纹。

WindingOrder

模型的渲染模式类

Properties:
Name Type Default Description
CLOCKWISE String WebGLConstants.CW

单面顺时针渲染。

COUNTER_CLOCKWISE String WebGLConstants.CCW

单面逆时针渲染。

NONE String WebGLConstants.NONE

双面渲染。

validate

WireFrameType

S3M图层模型线框模式类

Properties:
Name Type Default Description
Triangle Number 0

三角形线框模式(在桌面生成瓦片不设置边框线类型时生效)。

Quad Number 1

四边形线框模式(需在桌面生成瓦片时勾选带线框)。

Sketch Number 2

草图线框模式(需在桌面生成瓦片时勾选带线框)。

EffectOutline Number 3

特效边框线(需在桌面生成瓦片时勾选带线框)。

xNumber

行号

yNumber

列号

zBounds

Methods

AbstractMesh(name, scene)

创建一个新的 AbstractMesh

Name Type Description
name

定义网格的名称

scene

定义托管场景

Animation(name, targetProperty, framePerSecond, dataType, loopMode, enableBlending)

初始化动画

Name Type Description
name

动画的名称

targetProperty

要设置动画的属性

framePerSecond

动画的每秒帧数

dataType

动画的数据类型

loopMode

动画的循环模式

enableBlending

指定是否启用混合功能

BoundsOctreeNode(tree, position, size, level)

八叉树节点构造函数

Name Type Description
tree *

octree容器

position *

起始位置

size *

大小

level *

深度

BoxParticleEmitter()

创建一个新的 BoxParticleEmitter 实例。

breadthFirstBinaryPartitioning(startNum, endNum, outputArray)

将连续的一组整数按照广度优先二叉空间分割,排序后输出到一个数组中。这样就可以根据数组中的值的顺序进行广度优先遍历

Name Type Description
startNum *

起始整数值

endNum *

终止整数值

outputArray *

输出二叉分割后数值顺序数组

Returns:

caculateGridUV()

计算各个GridImage及UV

calcExtentsDimension(){number}

根据合并后的extens数,计算SDF纹理的区域划分 N * N,例如:extents数量为75,则将SDF纹理划分为 9 * 9个区域 采样时,先根据region index 确定区域,在根据extent内的纹理坐标确定具体在SDF纹理内的纹理坐标

Returns:
Type Description
number

calcLimitSpeed(controller, ellipsoid)

计算限制速度对象,包括限速区屏幕Y值,限制速度

Name Type Description
controller

相机操作对象

ellipsoid

操作球

Returns:

canDirectParseBuffer(){boolean}

是否直接在主线程解析S3M buffer

Returns:
Type Description
boolean

checkSameSourceName()

检测多个vectorTilesMap服务中是否存在相同sourceName

circleQueryHeight(){boolean}

邻域搜索,计算该点是否通视

Returns:
Type Description
boolean

collectSelectedInfos()

根据选中信息构建一个数组并返回

Returns:

Color3Gradient(gradient, color)

Creates a new color3 gradient

Name Type Description
gradient

gets or sets the gradient value (between 0 and 1)

color

gets or sets associated color

ColorGradient(gradient, color1, color2)

Creates a new color4 gradient

Name Type Description
gradient

gets or sets the gradient value (between 0 and 1)

color1

gets or sets first associated color

color2

gets or sets first second color

combineAttribute(skeletonAttr, instanceAttr)

合并attribute

Name Type Description
skeletonAttr

骨架attribute

instanceAttr

实例化信息的attribute

Returns:

combineAttrLocation(skeletonAttrLocation, instanceAttrLocation){Object}

合并attribute location

Name Type Description
skeletonAttrLocation

骨架attribute location

instanceAttrLocation

实例化信息的attribute location

Returns:
Type Description
Object 返回合并后的结果

CompressedTextureBuffer(internalFormat, width, height, buffer)

描述压缩纹理并包含压缩纹理缓冲区。

Name Type Description
internalFormat PixelFormat

压缩纹理的像素格式。

width Number

纹理的宽度。

height Number

纹理的高度。

buffer Uint8Array

压缩后的纹理缓冲区。

computeBounds()

计算多边形bound

computeCameraDistanceFactor()

计算水面着色器使用的水面与相机距离的因子

Returns:

computeContainIDs()

计算包含时ID

computeCurrentLevel(){Number}

计算下载需要的合适层级

Returns:
Type Description
Number 层级

computeDisjoinIDs()

计算相离时ID

computeMatrix()

计算多边形矩阵

computeModelMatrix(frameState, modelMatrix)

计算模型矩阵,平面场景下进行转换。针对Box、Sphere等规则几何的空间查询

Name Type Description
frameState FrameState

帧状态

modelMatrix Matrix4

模型矩阵

Returns:

computeRectangleBounds()

When computing planes to bound the rectangle, need to factor in "bulge" and other distortion. Flatten the ellipsoid-centered corners and edge-centers of the rectangle into the plane of the local ENU system, compute bounds in 2D, and project back to ellipsoid-centered.

computeReflectionPlanesInfos()

计算反射面的信息,包括与相机最小距离以及水面高度

computeXYByRectangle(){Object}

根据地理范围计算行列号范围

Returns:
Type Description
Object 左上角以及右下角的行列号

ConeParticleEmitter(radius, angle, directionRandomizer)

Creates a new instance ConeParticleEmitter

Name Type Description
radius

the radius of the emission cone (1 by default)

angle

the cone base angle (PI by default)

directionRandomizer

defines how much to randomize the particle direction [0-1] (default is 0)

createBuffer()

创建数据buffer

createCommand()

创建command

createCoverImageryParameter(){undefined|Object}

创建影像贴模型、地图贴模型所需参数

Returns:
Type Description
undefined | Object

createDepthCommand()

创建深度图Command

createDrawCommand(){DrawCommand}

创建drawcommand

Returns:
Type Description
DrawCommand

createFrameBuffer()

创建渲染深度图及标记图的buffer

createIndexBuffer(){IndexBuffer}

创建索引buffer

Returns:
Type Description
IndexBuffer

createLodSkeleton(skeleton, layer)

创建精细层骨架

Name Type Description
skeleton S3MSkeleton

当前LOD层的骨架

layer InstanceLayer

实例化图层对象

createPolygonTexture()

创建水面淹没标记纹理

createRasterRegion(){Object}

创建多边形region

Returns:
Type Description
Object

createRenderTexture()

创建renderTexture

createResource()

创建骨架buffer

createS3MBlockParameter(){Object|undefined}

创建解析S3MBlock数据所需参数

Returns:
Type Description
Object | undefined

createShaderProgram()

创建着色器

createSimpleCommand()

创建简易Geometry的Command

createTextures()

创建所需深度纹理、颜色纹理

createTransformEllipsoidParameter(){undefined|Object}

创建椭球动态所需参数

Returns:
Type Description
undefined | Object sphereMatrix (圆球的模型矩阵) ellipsoidMatrix (椭球的模型矩阵)

createVertexAttributes(){vertexAttributes|Object|*|Array}

创建顶点缓冲区vbo

Returns:
Type Description
vertexAttributes | Object | * | Array

CustomParticleEmitter()

Creates a new instance CustomParticleEmitter

CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2)

Creates a new instance CylinderDirectedParticleEmitter

Name Type Description
radius

the radius of the emission cylinder (1 by default)

height

the height of the emission cylinder (1 by default)

radiusRange

the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)

direction1

the min limit of the emission direction (up vector by default)

direction2

the max limit of the emission direction (up vector by default)

CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer)

Creates a new instance CylinderParticleEmitter

Name Type Description
radius

the radius of the emission cylinder (1 by default)

height

the height of the emission cylinder (1 by default)

radiusRange

the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)

directionRandomizer

defines how much to randomize the particle direction [0-1]

DamBreakAnalysis()

Throws:

scene are required.

Type
DeveloperError

decodeRGBHeight(){Float32Array}

将terrain-rgb解码为高度

Returns:
Type Description
Float32Array 高度数组

defineProperty(declaredClass)

该方法用于定义Accessor子类的属性的get、set方法

Name Type Description
declaredClass Object

Accessor子类

destroyFramebuffer()

销毁framebuffer

destroyTextures()

销毁texture

drawAbsolute()

绘制绝对高度模式下连通性分析

drawClamp()

绘制贴地模式下连通性分析

ElevationProvider(options)

Name Type Description
options Object 可选

Object with the following properties:

Name Type Description
scene Scene 可选

current scene object.

globe Globe 可选

current globe object.

ElevationRequestManager()

管理高度获取请求的管理器。只在ElevationProvider内部用

ElevationRequestor(options)

高度获取请求命令对象。用来从外部向ElevationProvider发送一个延迟的获取高度请求

Name Type Description
options Object

{ owner 发送高度请求的请求者 callbackParameter 高度更新后的回到函数参数 {Cartisian3|Cartographic} requestPos 发送高度请求的位置。地理坐标系使用Cartographic,投影坐标系使用Cartisian3 }

EmissionColorMaterialProperty()

一种材质MaterialProperty属性

FactorGradient(gradient, factor1, factor2)

Creates a new factor gradient

Name Type Description
gradient

gets or sets the gradient value (between 0 and 1)

factor1

gets or sets first associated factor

factor2

gets or sets second associated factor

FeatureDataset()

数据集对象,关联数据服务中的某一数据集,可对数据集服务进行增删查改。

Name Type Description
options.url String

数据服务地址

options.dataSource String

数据源名称

options.dataSet String

数据集名称

freeAllBakTiles()

释放备份的切片资源

geoModelSuffix()

根据模型类型返回上传的流数据后缀

get()

Return the array of runtime animations currently using this animation

get()

Specifies if any of the runtime animations are currently running

get()

Gets or sets the radius of the emission cone

get()

Gets or sets the angle of the emission cone

get()

Defines the mesh to use as source

get()

Indicates if the buffer is using the WebGL2 UBO implementation, or just falling back on setUniformXXX calls.

get()

Indicates if the WebGL underlying uniform buffer is in sync with the javascript cache data.

get()

Gets the name of this buffer

getAllRectangleParam()

计算所有有效的bound参数

getCameraInLayerVisileAltitudeRange(){boolean}

获取当前相机高度是否在图层的可见高度范围内

Returns:
Type Description
boolean

getElevationAt(){*}

根据经纬度获取高度

Returns:
Type Description
*

getGridCacheKey(){String}

根据行列号构建查找的字符串

Returns:
Type Description
String 字符串

getHeight(){undefined}

获取当前插值点地形高度

Returns:
Type Description
undefined

getIDsfromBuffer()

从framebuffer中获取ID

getLayerKey()

根据图层id构建查询key值

getLevelWithMaximumTexelSpacing(){Number}

根据分辨率计算合适层级

Returns:
Type Description
Number 层级

getLevelWithMaximumTexelSpacing(layer, texelSpacing, latitudeClosestToEquator){Number}

Gets the level with the specified world coordinate spacing between texels, or less.

Name Type Description
layer ImageryLayer

The imagery layer to use.

texelSpacing Number

The texel spacing for which to find a corresponding level.

latitudeClosestToEquator Number

The latitude closest to the equator that we're concerned with.

Returns:
Type Description
Number The level with the specified texel spacing or less.

getPreciseArea(points, prjCoordName, centerLine, stripNum, jdfd){number}

计算投影面积

Name Type Description
points Array

投影坐标系的的坐标数组

prjCoordName String

投影坐标系的椭球名称:China2000或者Xian1980

centerLine Number

中央经线

stripNum Number

所在的投影分带号

jdfd Number

分带方式:3度分带为0,6度分带为1

Returns:
Type Description
number 投影面的面积

getSceneHeight(){Cartesian3}

获取当前相机向地表方向与场景相机的位置的高度值

Returns:
Type Description
Cartesian3

getValue(r, c, tiles){number}

根据行列坐标从对应瓦片获取值(处理边界瓦片映射)

Name Type Description
r number

原始瓦片行坐标(可能为-1~32)

c number

原始瓦片列坐标(可能为-1~32)

tiles Array.<number> repeatable

所有瓦片

Returns:
Type Description
number 对应位置的高程值

getValue()

根据纹理坐标获取grid值

getVisibleWaterLayerIDs()

获取需要进行求交测试的水面图层ID数组

Returns:

getWindowPosition(windowPosition){Cartesian2}

多视口下的窗口坐标转换

Name Type Description
windowPosition

鼠标位置

Returns:
Type Description
Cartesian2 返回实际窗口坐标

GPUParticleSystem(name, options, sceneOrEngine, isAnimationSheetEnabled, customEffect)

Instantiates a GPU particle system. Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.

Name Type Description
name

The name of the particle system

options

The options used to create the system

sceneOrEngine

The scene the particle system belongs to or the engine to use if no scene

isAnimationSheetEnabled

Must be true if using a spritesheet to animate the particles texture

customEffect

a custom effect used to change the way particles are rendered by default

hasBackupGeometryBuffers()

默认顶点属性为[position, uv0] 但合并根节点的倾斜数据,粗糙层可能只有颜色,因此顶点属性可能为[position, color] 此时按[position, color]查找是否存在合适的几何定义信息

HemisphericParticleEmitter(radius, radiusRange, directionRandomizer)

Creates a new instance HemisphericParticleEmitter

Name Type Description
radius

the radius of the emission hemisphere (1 by default)

radiusRange

the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)

directionRandomizer

defines how much to randomize the particle direction [0-1]

imageryIfContainsCartographic()

经纬度是否在grid内

initializePoints()

初始化多边形几何数据

initlize()

初始化

initS3MTemporalBufferForRO(temporalBuffer, index)

RO上需要将时序buffer初始化为顶点属性用来显示

Name Type Description
temporalBuffer *

时序buffer

index *

当前的时序buffer需要作为ro上的第几个顶点属性

interpolateByFourCorners(center, north, south, west, east, northWest, northEast, southWest, southEast){Array.<number>}

32x32瓦片插值为33x33,每个点由周围四个对角点(2x2网格)的平均值计算

Name Type Description
center Array.<number>

中心32x32瓦片

north Array.<number>

北侧32x32瓦片

south Array.<number>

南侧32x32瓦片

west Array.<number>

西侧32x32瓦片

east Array.<number>

东侧32x32瓦片

northWest Array.<number>

西北侧32x32瓦片

northEast Array.<number>

东北侧32x32瓦片

southWest Array.<number>

西南侧32x32瓦片

southEast Array.<number>

东南侧32x32瓦片

Returns:
Type Description
Array.<number> 33x33插值结果

intersectsMinMax()

Returns:
测试是否相交

isMobileEnvironment()

根据movement判断当前设备是否是移动端

Returns:

isOnScreenLongEnough(){boolean}

相机移动时剔除不变要的请求

Returns:
Type Description
boolean

isSupportGeoType()

数据类型是否支持

limitSpeed(controller, startPosition, startMousePosition, endMousePosition, p0, p1, ellipsoid){boolean}

限制速度(平移操作),改变P0,P1的值而达到限速目的

Name Type Description
controller

相机操作对象

startPosition

操作中心点(屏幕坐标)

startMousePosition

平移起始点屏幕坐标

endMousePosition

平移终止点屏幕坐标

p0

平移起始点笛卡尔坐标

p1

平移终止点笛卡尔坐标

ellipsoid

操作球

Returns:
Type Description
boolean

loadGltfJson()

Loads the gltf object

loadSkeleton()

下载骨架

loadTerrainBlock()

下载高度数据

MeshParticleEmitter(mesh)

Creates a new instance MeshParticleEmitter

Name Type Description
mesh

defines the mesh to use as source

modifyProjectionMatrix()

modify the near clip plane for reflection

ObjectBoundVolume()

Returns:

pan3D(controller, startPosition, movement, ellipsoid)

平移操作

Name Type Description
controller

相机操作对象

startPosition

操作中心点

movement

鼠标移动对象

ellipsoid

操作球

parserBIL()

解析bil数据

parseSkeleton()

解析骨架

Particle(particleSystem)

Creates a new instance Particle

Name Type Description
particleSystem

the particle system the particle belongs to

particleDestinationGenerator()

Gets or sets the destination generator that will create the final destination of each particle.

  • Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles

particlePositionGenerator()

Gets or sets the position generator that will create the inital position of each particle. Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles

ParticleVelocityTileRenderer(owner, sceneMode, options)

Name Type Description
owner *

切片特效持有者

sceneMode *

场景模式

options *

初始化场参数 forExample { dataBounds :[], zBounds : Cartesian2, textureSize :{ allTemporalCount:2, width: 100, height : 100, depth : 100, dimension : 3, componentType :"float" }, volFileDatas:[ { startFrameIndex:0, typedArrays:[] }, { startFrameIndex:0, typedArrays:[]
} ] }

PerformanceSampler()

PointParticleEmitter()

Creates a new instance PointParticleEmitter

processGeoJsonObject(){promise}

处理GeoJSON对象

Returns:
Type Description
promise

Query()

查询类,用于查询数据服务

Name Type Description
options.model QUERYMODE

查询模式, 默认为ID查询模式

options.ids Array.<Number>

要素ID数组

options.sql String

sql语句

options.returnGeometry Boolean

是否返回几何信息,默认true

options.returnStream Boolean

是否返回流数据,默认false

RasterFramebuffer(useForHeight)

实时栅格化的FBO

Name Type Description
useForHeight bool

是否是为了栅格化高度图

readIDsFromTexture()

读取纹理中记录的ID

readPixelsAndPutIDsInLayerSelection()

读取纹理像素中的对象ID,保存到图层选择集中

removeExtension(gltf, extension){*}

Removes an extension from gltf.extensions, gltf.extensionsUsed, gltf.extensionsRequired, and any other objects in the glTF if it is present.

Name Type Description
gltf object

A javascript object containing a glTF asset.

extension string

The extension to remove.

Returns:
Type Description
* The extension data removed from gltf.extensions.

renderIds()

渲染S3M图层的选择IDs到fbo(内部调用,不对外开放)

renderOutline()

渲染选中的S3M模型的外轮廓

resetLayerObjsVisibilityAfterRenderQuery()

查询渲染完成后重置图层中对象的可见性

setDefaultColorTable()

为图层设置默认的颜色表

SlopeSetting()

坡度设置对象。

SphereDirectedParticleEmitter(radius, direction1, direction2)

Creates a new instance SphereDirectedParticleEmitter

Name Type Description
radius

the radius of the emission sphere (1 by default)

direction1

the min limit of the emission direction (up vector by default)

direction2

the max limit of the emission direction (up vector by default)

SphereParticleEmitter(radius, radiusRange, directionRandomizer)

Creates a new instance SphereParticleEmitter

Name Type Description
radius

the radius of the emission sphere (1 by default)

radiusRange

the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)

directionRandomizer

defines how much to randomize the particle direction [0-1]

splitBound()

根据bound下载切片

Task(name, basePriority)

任务对象

Name Type Description
name *

任务名

basePriority int

初始优先级,越小优先级越高

UniformBuffer(engine, data, dynamic, name, forceNoUniformBuffer)

Instantiates a new Uniform buffer objects.

Handles blocks of uniform on the GPU.

If WebGL 2 is not available, this class falls back on traditional setUniformXXX calls.

For more information, please refer to :

Name Type Description
engine

Define the engine the buffer is associated with

data

Define the data contained in the buffer

dynamic

Define if the buffer is updatable

name

to assign to the buffer (debugging purpose)

forceNoUniformBuffer

define that this object must not rely on UBO objects

updateCommands()

for draw something to show view shed

Returns:

updateFlagTextureAbsolute()

更新标记纹理,仅用于Absoloute

updateFlagTextureClamp()

更新标记纹理,仅用于Clamp

updateFrameBuffer()

更新结果framebuffer

updateGridImageryFlag()

更新Grid缓存标记状态

updateHeightTexture()

更新高度图

updateTileLoadProgress()

Checks if the load queue length has changed since the last time we raised a queue change event - if so, raises a new change event at the end of the render cycle.

updateTotalLodNums()

更新当前瓦片中持有的骨架的最大lod层数

updateTransformDefine()

更新平移旋转缩放的着色器

validateLayerAgainstScene()

在二三维产品中,图层坐标系与场景坐标系一致,并且图层范围在场景最大范围内才允许加载

writeTextToCanvas(text){Canvas}

将给定文本写入新画布。如果文本为空白,则返回未定义。

Name Type Default Description
text String

要写的文本。

options.font String '10px sans-serif' 可选

要使用的 CSS 字体。

options.textBaseline String 'bottom' 可选

文本的基线。

options.fill Boolean true 可选

是否填充文本。

options.stroke Boolean false 可选

是否对文本进行描边。

options.fillColor Color Color.WHITE 可选

填充颜色。

options.strokeColor Color Color.BLACK 可选

笔画颜色。

options.strokeWidth Number 1 可选

笔画宽度。

options.backgroundColor Color Color.TRANSPARENT 可选

画布的背景色。

options.padding Number 0 可选

要在文本周围添加的填充的像素大小。

Returns:
Type Description
Canvas 绘制给定文本的新画布。来自measureText的dimensions对象也将被添加到返回的画布中。如果text为空,则返回undefined。

Type Definitions

ComponentReaderCallback(dataView, byteOffset){number|BigInt}

Reads and returns a value with the given type at the given byte offset from the data view, in little-endian order

Name Type Description
dataView DataView

Typed data view into a binary buffer

byteOffset number

The offset, in bytes, from the start of the view to read the data from

Returns:
Type Description
number | BigInt The value read from the dataView

ComponentsReaderCallback(dataView, byteOffset, numberOfComponents, result)

Reads and returns a value with the given type at the given byte offset from the data view, in little-endian order

Name Type Description
dataView DataView

Typed data view into a binary buffer

byteOffset number

The offset, in bytes, from the start of the view to read the data from

numberOfComponents number

The number of components to read

result Array.<number>

The array in which to read the result

FieldInfoObject

定义对象属性信息结构。

Properties:
Name Type Description
alias string 可选

属性别名

isRequired Boolean 可选

是否是必填字段

isSystem Boolean 可选

是否是系统字段

name string 可选

属性名称

size number 可选

属性值的长度

type string 可选

属性值的类型

fieldValueObject

定义对象返回属性值结构。

Properties:
Name Type Description
values array 可选

属性值数组

indexs array 可选

属性值对应图层属性信息的索引

UniformSpecifierobject

An object describing a uniform, its type, and an initial value

Properties:
Name Type Description
type UniformType

The Glsl type of the uniform.

value boolean | number | Cartesian2 | Cartesian3 | Cartesian4 | Matrix2 | Matrix3 | Matrix4 | TextureUniform

The initial value of the uniform