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KBE3D / KBCore / Cesium / PointCloudShading

类: PointCloudShading

Options for performing point attenuation based on geometric error when rendering point clouds using 3D Tiles.

参数

Object with the following properties:

参数

Perform point attenuation based on geometric error.

参数

Scale to be applied to each tile's geometric error.

参数

Maximum attenuation in pixels. Defaults to the Cesium3DTileset's maximumScreenSpaceError.

参数

Average base resolution for the dataset in meters. Substitute for Geometric Error when not available.

参数

When true, use eye dome lighting when drawing with point attenuation.

参数

Increasing this value increases contrast on slopes and edges.

参数

Increase the thickness of contours from eye dome lighting.

参数

Determines whether back-facing points are hidden. This option works only if data has normals included.

参数

Determines whether a point cloud that contains normals is shaded by the scene's light source.

属性

attenuation

attenuation: boolean

Perform point attenuation based on geometric error.


geometricErrorScale

geometricErrorScale: number

Scale to be applied to the geometric error before computing attenuation.


maximumAttenuation

maximumAttenuation: number

Maximum point attenuation in pixels. If undefined, the Cesium3DTileset's maximumScreenSpaceError will be used.


baseResolution

baseResolution: number

Average base resolution for the dataset in meters. Used in place of geometric error when geometric error is 0. If undefined, an approximation will be computed for each tile that has geometric error of 0.


eyeDomeLighting

eyeDomeLighting: boolean

Use eye dome lighting when drawing with point attenuation Requires support for EXT_frag_depth, OES_texture_float, and WEBGL_draw_buffers extensions in WebGL 1.0, otherwise eye dome lighting is ignored.


eyeDomeLightingStrength

eyeDomeLightingStrength: number

Eye dome lighting strength (apparent contrast)


eyeDomeLightingRadius

eyeDomeLightingRadius: number

Thickness of contours from eye dome lighting


backFaceCulling

backFaceCulling: boolean

Determines whether back-facing points are hidden. This option works only if data has normals included.


normalShading

normalShading: boolean

Determines whether a point cloud that contains normals is shaded by the scene's light source.

方法

isSupported()

static isSupported(scene: Scene): boolean

Determines if point cloud shading is supported.

参数

scene

Scene

The scene.

返回

boolean

true if point cloud shading is supported; otherwise, returns false

构造函数

构造函数

new PointCloudShading(options?: { attenuation?: boolean; geometricErrorScale?: number; maximumAttenuation?: number; baseResolution?: number; eyeDomeLighting?: boolean; eyeDomeLightingStrength?: number; eyeDomeLightingRadius?: number; backFaceCulling?: boolean; normalShading?: boolean; }): PointCloudShading

参数

options?
attenuation?

boolean

geometricErrorScale?

number

maximumAttenuation?

number

baseResolution?

number

eyeDomeLighting?

boolean

eyeDomeLightingStrength?

number

eyeDomeLightingRadius?

number

backFaceCulling?

boolean

normalShading?

boolean

返回

PointCloudShading

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