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KBE3D / KBCore / Cesium / DynamicEnvironmentMapManager
类: DynamicEnvironmentMapManager
Generates an environment map at the given position based on scene's current lighting conditions. From this, it produces multiple levels of specular maps and spherical harmonic coefficients than can be used with ImageBasedLighting for models or tilesets.
Examples
ts
// Enable time-of-day environment mapping in a scene
scene.atmosphere.dynamicLighting = Cesium.DynamicAtmosphereLightingType.SUNLIGHT;
// Decrease the directional lighting contribution
scene.light.intensity = 0.5
// Increase the intensity of of the environment map lighting contribution
const environmentMapManager = tileset.environmentMapManager;
environmentMapManager.atmosphereScatteringIntensity = 3.0;ts
// Change the ground color used for a model's environment map to a forest green
const environmentMapManager = model.environmentMapManager;
environmentMapManager.groundColor = Cesium.Color.fromCssColorString("#203b34");参数
An object describing initialization options.
属性
AVERAGE_EARTH_GROUND_COLOR
readonlystaticAVERAGE_EARTH_GROUND_COLOR:Color
Average hue of ground color on earth, a warm green-gray.
DEFAULT_SPHERICAL_HARMONIC_COEFFICIENTS
readonlystaticDEFAULT_SPHERICAL_HARMONIC_COEFFICIENTS:Cartesian3[]
The default third order spherical harmonic coefficients used for the diffuse color of image-based lighting, a white ambient light with low intensity. <p> There are nine <code>Cartesian3</code> coefficients. The order of the coefficients is: L<sub>0,0</sub>, L<sub>1,-1</sub>, L<sub>1,0</sub>, L<sub>1,1</sub>, L<sub>2,-2</sub>, L<sub>2,-1</sub>, L<sub>2,0</sub>, L<sub>2,1</sub>, L<sub>2,2</sub> </p>
enabled
enabled:
boolean
If true, the environment map and related properties will continue to update.
maximumSecondsDifference
maximumSecondsDifference:
number
The maximum amount of elapsed seconds before a new environment map is created.
maximumPositionEpsilon
maximumPositionEpsilon:
number
The maximum difference in position before a new environment map is created, in meters. Small differences in position will not visibly affect results.
atmosphereScatteringIntensity
atmosphereScatteringIntensity:
number
The intensity of the scattered light emitted from the atmosphere. This should be adjusted relative to the value of Scene.light intensity.
gamma
gamma:
number
The gamma correction to apply to the range of light emitted from the environment. 1.0 uses the unmodified incoming light color.
brightness
brightness:
number
The brightness of light emitted from the environment. 1.0 uses the unmodified emitted environment color. Less than 1.0 makes the light darker while greater than 1.0 makes it brighter.
saturation
saturation:
number
The saturation of the light emitted from the environment. 1.0 uses the unmodified emitted environment color. Less than 1.0 reduces the saturation while greater than 1.0 increases it.
groundColor
groundColor:
Color
Solid color used to represent the ground.
groundAlbedo
groundAlbedo:
number
The percentage of light reflected from the ground. The average earth albedo is 0.31.
position
position:
Cartesian3|undefined
The position around which the environment map is generated.
方法
isDynamicUpdateSupported()
staticisDynamicUpdateSupported(scene:Scene):boolean
Returns <code>true</code> if dynamic updates are supported in the current WebGL rendering context. Dynamic updates requires the EXT_color_buffer_float or EXT_color_buffer_half_float extension.
参数
scene
The object containing the rendering context
返回
boolean
true if supported
isDestroyed()
isDestroyed():
boolean
Returns true if this object was destroyed; otherwise, false. <br /><br /> If this object was destroyed, it should not be used; calling any function other than <code>isDestroyed</code> will result in a DeveloperError exception.
返回
boolean
true if this object was destroyed; otherwise, false.
destroy()
destroy():
void
Destroys the WebGL resources held by this object. Destroying an object allows for deterministic release of WebGL resources, instead of relying on the garbage collector to destroy this object. <br /><br /> Once an object is destroyed, it should not be used; calling any function other than <code>isDestroyed</code> will result in a DeveloperError exception. Therefore, assign the return value (<code>undefined</code>) to the object as done in the example.
返回
void
示例
ts
mapManager = mapManager && mapManager.destroy();构造函数
构造函数
new DynamicEnvironmentMapManager(
options?:ConstructorOptions):DynamicEnvironmentMapManager
参数
options?
返回
DynamicEnvironmentMapManager
