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REPLACE或MIX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。
- See:
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 |
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
- 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
- See:
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 |
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
- See:
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。 |
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。
- See:
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。 |
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 |
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。
- See:
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) |
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 |
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。
- See:
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。 |
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
- 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.
- See:
Properties:
| Name | Type | Default | Description |
|---|---|---|---|
LEFT |
number | -1 | Display the primitive or ImageryLayer to the left of the |
NONE |
number | 0 | Always display the primitive or ImageryLayer. |
RIGHT |
number | 1 | Display the primitive or ImageryLayer to the right of the |
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
- See:
Properties:
| Name | Type | Default | Description |
|---|---|---|---|
StopPause |
String | StopPause | 普通模式 |
StopAround |
String | StopAround | 站点环绕模式 |
storeStoreResults
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 gradientgets or sets the gradient value (between 0 and 1)
colorgets or sets associated color
-
ColorGradient(gradient, color1, color2)
-
Creates a new color4 gradient
Name Type Description gradientgets or sets the gradient value (between 0 and 1)
color1gets or sets first associated color
color2gets 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 internalFormatPixelFormat 压缩纹理的像素格式。
widthNumber 纹理的宽度。
heightNumber 纹理的高度。
bufferUint8Array 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 frameStateFrameState 帧状态
modelMatrixMatrix4 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 radiusthe radius of the emission cone (1 by default)
anglethe cone base angle (PI by default)
directionRandomizerdefines 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 skeletonS3MSkeleton 当前LOD层的骨架
layerInstanceLayer 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 radiusthe radius of the emission cylinder (1 by default)
heightthe height of the emission cylinder (1 by default)
radiusRangethe range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
direction1the min limit of the emission direction (up vector by default)
direction2the max limit of the emission direction (up vector by default)
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CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer)
-
Creates a new instance CylinderParticleEmitter
Name Type Description radiusthe radius of the emission cylinder (1 by default)
heightthe height of the emission cylinder (1 by default)
radiusRangethe range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
directionRandomizerdefines 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 declaredClassObject 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 optionsObject 可选 Object with the following properties:
Name Type Description sceneScene 可选 current scene object.
globeGlobe 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 optionsObject { 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 gradientgets or sets the gradient value (between 0 and 1)
factor1gets or sets first associated factor
factor2gets 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.urlString 数据服务地址
options.dataSourceString 数据源名称
options.dataSetString 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 layerImageryLayer The imagery layer to use.
texelSpacingNumber The texel spacing for which to find a corresponding level.
latitudeClosestToEquatorNumber 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 pointsArray 投影坐标系的的坐标数组
prjCoordNameString 投影坐标系的椭球名称:China2000或者Xian1980
centerLineNumber 中央经线
stripNumNumber 所在的投影分带号
jdfdNumber 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 rnumber 原始瓦片行坐标(可能为-1~32)
cnumber 原始瓦片列坐标(可能为-1~32)
tilesArray.<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 nameThe name of the particle system
optionsThe options used to create the system
sceneOrEngineThe scene the particle system belongs to or the engine to use if no scene
isAnimationSheetEnabledMust be true if using a spritesheet to animate the particles texture
customEffecta 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 radiusthe radius of the emission hemisphere (1 by default)
radiusRangethe range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
directionRandomizerdefines 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 centerArray.<number> 中心32x32瓦片
northArray.<number> 北侧32x32瓦片
southArray.<number> 南侧32x32瓦片
westArray.<number> 西侧32x32瓦片
eastArray.<number> 东侧32x32瓦片
northWestArray.<number> 西北侧32x32瓦片
northEastArray.<number> 东北侧32x32瓦片
southWestArray.<number> 西南侧32x32瓦片
southEastArray.<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 meshdefines 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 particleSystemthe 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.modelQUERYMODE 查询模式, 默认为ID查询模式
options.idsArray.<Number> 要素ID数组
options.sqlString sql语句
options.returnGeometryBoolean 是否返回几何信息,默认true
options.returnStreamBoolean 是否返回流数据,默认false
-
RasterFramebuffer(useForHeight)
-
实时栅格化的FBO
Name Type Description useForHeightbool 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 gltfobject A javascript object containing a glTF asset.
extensionstring 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 radiusthe radius of the emission sphere (1 by default)
direction1the min limit of the emission direction (up vector by default)
direction2the max limit of the emission direction (up vector by default)
-
SphereParticleEmitter(radius, radiusRange, directionRandomizer)
-
Creates a new instance SphereParticleEmitter
Name Type Description radiusthe radius of the emission sphere (1 by default)
radiusRangethe range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
directionRandomizerdefines 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
basePriorityint 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 engineDefine the engine the buffer is associated with
dataDefine the data contained in the buffer
dynamicDefine if the buffer is updatable
nameto assign to the buffer (debugging purpose)
forceNoUniformBufferdefine 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 textString 要写的文本。
options.fontString '10px sans-serif' 可选 要使用的 CSS 字体。
options.textBaselineString 'bottom' 可选 文本的基线。
options.fillBoolean true 可选 是否填充文本。
options.strokeBoolean false 可选 是否对文本进行描边。
options.fillColorColor Color.WHITE 可选 填充颜色。
options.strokeColorColor Color.BLACK 可选 笔画颜色。
options.strokeWidthNumber 1 可选 笔画宽度。
options.backgroundColorColor Color.TRANSPARENT 可选 画布的背景色。
options.paddingNumber 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 dataViewDataView Typed data view into a binary buffer
byteOffsetnumber 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 dataViewDataView Typed data view into a binary buffer
byteOffsetnumber The offset, in bytes, from the start of the view to read the data from
numberOfComponentsnumber The number of components to read
resultArray.<number> The array in which to read the result
-
FieldInfoObject
-
定义对象属性信息结构。
Properties:
Name Type Description aliasstring 可选 属性别名
isRequiredBoolean 可选 是否是必填字段
isSystemBoolean 可选 是否是系统字段
namestring 可选 属性名称
sizenumber 可选 属性值的长度
typestring 可选 属性值的类型
-
fieldValueObject
-
定义对象返回属性值结构。
Properties:
Name Type Description valuesarray 可选 属性值数组
indexsarray 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 typeUniformType The Glsl type of the uniform.
valueboolean | number | Cartesian2 | Cartesian3 | Cartesian4 | Matrix2 | Matrix3 | Matrix4 | TextureUniform The initial value of the uniform