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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()
staticisSupported(scene:Scene):boolean
Determines if point cloud shading is supported.
参数
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
