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KBE3D / KBCore / Cesium / Scene

类: Scene

The container for all 3D graphical objects and state in a Cesium virtual scene. Generally, a scene is not created directly; instead, it is implicitly created by CesiumWidget.

示例

ts
// Create scene without anisotropic texture filtering
const scene = new Cesium.Scene({
  canvas : canvas,
  contextOptions : {
    allowTextureFilterAnisotropic : false
  }
});

参数

Object with the following properties:

参数

The HTML canvas element to create the scene for.

参数

Context and WebGL creation properties.

参数

The HTML element in which the credits will be displayed. If not specified, a credit container will be created and added as a sibling of the canvas.

参数

The HTML element in which to display the credit popup. If not specified, the viewport will be added as a sibling of the canvas.

参数

The default ellipsoid. If not specified, the default ellipsoid is used.

参数

The map projection to use in 2D and Columbus View modes.

参数

If true and the configuration supports it, use order independent translucency.

参数

If true, optimizes memory use and performance for 3D mode but disables the ability to use 2D or Columbus View.

参数

Determines if shadows are cast by light sources.

参数

Determines if the 2D map is rotatable or can be scrolled infinitely in the horizontal direction.

参数

If true, rendering a frame will only occur when needed as determined by changes within the scene. Enabling improves performance of the application, but requires using Scene#requestRender to render a new frame explicitly in this mode. This will be necessary in many cases after making changes to the scene in other parts of the API. See Improving Performance with Explicit Rendering

.

参数

If requestRenderMode is true, this value defines the maximum change in simulation time allowed before a render is requested. See Improving Performance with Explicit Rendering

.

参数

Adjust the DepthPlane to address rendering artefacts below ellipsoid zero elevation.

参数

If provided, this value controls the rate of multisample antialiasing. Typical multisampling rates are 2, 4, and sometimes 8 samples per pixel. Higher sampling rates of MSAA may impact performance in exchange for improved visual quality. This value only applies to WebGL2 contexts that support multisample render targets. Set to 1 to disable MSAA.

属性

defaultLogDepthBuffer

static defaultLogDepthBuffer: any

Use this to set the default value for Scene#logarithmicDepthBuffer in newly constructed Scenes This property relies on fragmentDepth being supported.


rethrowRenderErrors

rethrowRenderErrors: boolean

Exceptions occurring in <code>render</code> are always caught in order to raise the <code>renderError</code> event. If this property is true, the error is rethrown after the event is raised. If this property is false, the <code>render</code> function returns normally after raising the event.


completeMorphOnUserInput

completeMorphOnUserInput: boolean

Determines whether or not to instantly complete the scene transition animation on user input.


morphStart

morphStart: Event

The event fired at the beginning of a scene transition.


morphComplete

morphComplete: Event

The event fired at the completion of a scene transition.


skyBox

skyBox: SkyBox | undefined

The SkyBox used to draw the stars.


skyAtmosphere

skyAtmosphere: SkyAtmosphere | undefined

The sky atmosphere drawn around the globe.


sun

sun: Sun | undefined

The Sun.


sunBloom

sunBloom: boolean

Uses a bloom filter on the sun when enabled.


moon

moon: Moon | undefined

The Moon


backgroundColor

backgroundColor: Color

The background color, which is only visible if there is no sky box, i.e., Scene#skyBox is <code>undefined</code>.


morphTime

morphTime: number

The current morph transition time between 2D/Columbus View and 3D, with 0.0 being 2D or Columbus View and 1.0 being 3D.


farToNearRatio

farToNearRatio: number

The far-to-near ratio of the multi-frustum when using a normal depth buffer. <p> This value is used to create the near and far values for each frustum of the multi-frustum. It is only used when Scene#logarithmicDepthBuffer is <code>false</code>. When <code>logarithmicDepthBuffer</code> is <code>true</code>, use Scene#logarithmicDepthFarToNearRatio. </p>


logarithmicDepthFarToNearRatio

logarithmicDepthFarToNearRatio: number

The far-to-near ratio of the multi-frustum when using a logarithmic depth buffer. <p> This value is used to create the near and far values for each frustum of the multi-frustum. It is only used when Scene#logarithmicDepthBuffer is <code>true</code>. When <code>logarithmicDepthBuffer</code> is <code>false</code>, use Scene#farToNearRatio. </p>


nearToFarDistance2D

nearToFarDistance2D: number

Determines the uniform depth size in meters of each frustum of the multifrustum in 2D. If a primitive or model close to the surface shows z-fighting, decreasing this will eliminate the artifact, but decrease performance. On the other hand, increasing this will increase performance but may cause z-fighting among primitives close to the surface.


verticalExaggeration

verticalExaggeration: number

The vertical exaggeration of the scene. When set to 1.0, no exaggeration is applied.


verticalExaggerationRelativeHeight

verticalExaggerationRelativeHeight: number

The reference height for vertical exaggeration of the scene. When set to 0.0, the exaggeration is applied relative to the ellipsoid surface.


debugCommandFilter

debugCommandFilter: (...params: any[]) => any | undefined

This property is for debugging only; it is not for production use. <p> A function that determines what commands are executed. As shown in the examples below, the function receives the command's <code>owner</code> as an argument, and returns a boolean indicating if the command should be executed. </p> <p> The default is <code>undefined</code>, indicating that all commands are executed. </p>

示例

ts
// Do not execute any commands.
scene.debugCommandFilter = function(command) {
    return false;
};

// Execute only the billboard's commands.  That is, only draw the billboard.
const billboards = new Cesium.BillboardCollection();
scene.debugCommandFilter = function(command) {
    return command.owner === billboards;
};

debugShowCommands

debugShowCommands: boolean

This property is for debugging only; it is not for production use. <p> When <code>true</code>, commands are randomly shaded. This is useful for performance analysis to see what parts of a scene or model are command-dense and could benefit from batching. </p>


debugShowFrustums

debugShowFrustums: boolean

This property is for debugging only; it is not for production use. <p> When <code>true</code>, commands are shaded based on the frustums they overlap. Commands in the closest frustum are tinted red, commands in the next closest are green, and commands in the farthest frustum are blue. If a command overlaps more than one frustum, the color components are combined, e.g., a command overlapping the first two frustums is tinted yellow. </p>


debugShowFramesPerSecond

debugShowFramesPerSecond: boolean

This property is for debugging only; it is not for production use. <p> Displays frames per second and time between frames. </p>


debugShowDepthFrustum

debugShowDepthFrustum: number

This property is for debugging only; it is not for production use. <p> Indicates which frustum will have depth information displayed. </p>


debugShowFrustumPlanes

debugShowFrustumPlanes: boolean

This property is for debugging only; it is not for production use. <p> When <code>true</code>, draws outlines to show the boundaries of the camera frustums </p>


useDepthPicking

useDepthPicking: boolean

When <code>true</code>, enables picking using the depth buffer.


pickTranslucentDepth

pickTranslucentDepth: boolean

When <code>true</code>, enables picking translucent geometry using the depth buffer. Note that Scene#useDepthPicking must also be true for enabling this to work.

<p> There is a decrease in performance when enabled. There are extra draw calls to write depth for translucent geometry. </p>

示例

ts
// picking the position of a translucent primitive
viewer.screenSpaceEventHandler.setInputAction(function onLeftClick(movement) {
     const pickedFeature = viewer.scene.pick(movement.position);
     if (!Cesium.defined(pickedFeature)) {
         // nothing picked
         return;
     }
     const worldPosition = viewer.scene.pickPosition(movement.position);
}, Cesium.ScreenSpaceEventType.LEFT_CLICK);

atmosphere

atmosphere: Atmosphere

Settings for atmosphere lighting effects affecting 3D Tiles and model rendering. This is not to be confused with Scene#skyAtmosphere which is responsible for rendering the sky.


fog

fog: Fog

Blends the atmosphere to geometry far from the camera for horizon views. Allows for additional performance improvements by rendering less geometry and dispatching less terrain requests.

Disbaled by default if an ellipsoid other than WGS84 is used.


shadowMap

shadowMap: ShadowMap

The shadow map for the scene's light source. When enabled, models, primitives, and the globe may cast and receive shadows.


invertClassification

invertClassification: boolean

When <code>false</code>, 3D Tiles will render normally. When <code>true</code>, classified 3D Tile geometry will render normally and unclassified 3D Tile geometry will render with the color multiplied by Scene#invertClassificationColor.


invertClassificationColor

invertClassificationColor: Color

The highlight color of unclassified 3D Tile geometry when Scene#invertClassification is <code>true</code>. <p>When the color's alpha is less than 1.0, the unclassified portions of the 3D Tiles will not blend correctly with the classified positions of the 3D Tiles.</p> <p>Also, when the color's alpha is less than 1.0, the WEBGL_depth_texture and EXT_frag_depth WebGL extensions must be supported.</p>


focalLength

focalLength: number

The focal length for use when with cardboard or WebVR.


eyeSeparation

eyeSeparation: number

The eye separation distance in meters for use with cardboard or WebVR.


postProcessStages

postProcessStages: PostProcessStageCollection

Post processing effects applied to the final render.


requestRenderMode

requestRenderMode: boolean

When <code>true</code>, rendering a frame will only occur when needed as determined by changes within the scene. Enabling improves performance of the application, but requires using Scene#requestRender to render a new frame explicitly in this mode. This will be necessary in many cases after making changes to the scene in other parts of the API.


maximumRenderTimeChange

maximumRenderTimeChange: number

If Scene#requestRenderMode is <code>true</code>, this value defines the maximum change in simulation time allowed before a render is requested. Lower values increase the number of frames rendered and higher values decrease the number of frames rendered. If <code>undefined</code>, changes to the simulation time will never request a render. This value impacts the rate of rendering for changes in the scene like lighting, entity property updates, and animations.


sphericalHarmonicCoefficients

sphericalHarmonicCoefficients: Cartesian3[]

The spherical harmonic coefficients for image-based lighting of PBR models.


specularEnvironmentMaps

specularEnvironmentMaps: string

The url to the KTX2 file containing the specular environment map and convoluted mipmaps for image-based lighting of PBR models.


light

light: Light

The light source for shading. Defaults to a directional light from the Sun.


_enableEdgeVisibility

_enableEdgeVisibility: boolean

Whether or not to enable edge visibility rendering for 3D tiles. When enabled, creates a framebuffer with multiple render targets for advanced edge detection and visibility techniques.


canvas

readonly canvas: HTMLCanvasElement

Gets the canvas element to which this scene is bound.


drawingBufferHeight

readonly drawingBufferHeight: number

The drawingBufferHeight of the underlying GL context.


drawingBufferWidth

readonly drawingBufferWidth: number

The drawingBufferWidth of the underlying GL context.


maximumAliasedLineWidth

readonly maximumAliasedLineWidth: number

The maximum aliased line width, in pixels, supported by this WebGL implementation. It will be at least one.


maximumCubeMapSize

readonly maximumCubeMapSize: number

The maximum length in pixels of one edge of a cube map, supported by this WebGL implementation. It will be at least 16.


pickPositionSupported

readonly pickPositionSupported: boolean

Returns <code>true</code> if the Scene#pickPosition function is supported.


sampleHeightSupported

readonly sampleHeightSupported: boolean

Returns <code>true</code> if the Scene#sampleHeight and Scene#sampleHeightMostDetailed functions are supported.


clampToHeightSupported

readonly clampToHeightSupported: boolean

Returns <code>true</code> if the Scene#clampToHeight and Scene#clampToHeightMostDetailed functions are supported.


invertClassificationSupported

readonly invertClassificationSupported: boolean

Returns <code>true</code> if the Scene#invertClassification is supported.


specularEnvironmentMapsSupported

readonly specularEnvironmentMapsSupported: boolean

Returns <code>true</code> if specular environment maps are supported.


ellipsoid

readonly ellipsoid: Ellipsoid

The ellipsoid. If not specified, the default ellipsoid is used.


globe

globe: Globe

Gets or sets the depth-test ellipsoid.


primitives

readonly primitives: PrimitiveCollection

Gets the collection of primitives.


groundPrimitives

readonly groundPrimitives: PrimitiveCollection

Gets the collection of ground primitives.


camera

readonly camera: Camera

Gets or sets the camera.


screenSpaceCameraController

readonly screenSpaceCameraController: ScreenSpaceCameraController

Gets the controller for camera input handling.


mapProjection

readonly mapProjection: MapProjection

Get the map projection to use in 2D and Columbus View modes.


imageryLayers

readonly imageryLayers: ImageryLayerCollection

Gets the collection of image layers that will be rendered on the globe.


terrainProvider

terrainProvider: TerrainProvider

The terrain provider providing surface geometry for the globe.


terrainProviderChanged

readonly terrainProviderChanged: Event

Gets an event that's raised when the terrain provider is changed


preUpdate

readonly preUpdate: Event

Gets the event that will be raised before the scene is updated or rendered. Subscribers to the event receive the Scene instance as the first parameter and the current time as the second parameter.


postUpdate

readonly postUpdate: Event

Gets the event that will be raised immediately after the scene is updated and before the scene is rendered. Subscribers to the event receive the Scene instance as the first parameter and the current time as the second parameter.


renderError

readonly renderError: Event

Gets the event that will be raised when an error is thrown inside the <code>render</code> function. The Scene instance and the thrown error are the only two parameters passed to the event handler. By default, errors are not rethrown after this event is raised, but that can be changed by setting the <code>rethrowRenderErrors</code> property.


preRender

readonly preRender: Event

Gets the event that will be raised after the scene is updated and immediately before the scene is rendered. Subscribers to the event receive the Scene instance as the first parameter and the current time as the second parameter.


postRender

readonly postRender: Event

Gets the event that will be raised immediately after the scene is rendered. Subscribers to the event receive the Scene instance as the first parameter and the current time as the second parameter.


lastRenderTime

readonly lastRenderTime: JulianDate | undefined

Gets the simulation time when the scene was last rendered. Returns <code>undefined</code> if the scene has not yet been rendered.


debugFrustumStatistics

readonly debugFrustumStatistics: any

This property is for debugging only; it is not for production use. <p> When Scene.debugShowFrustums is <code>true</code>, this contains properties with statistics about the number of command execute per frustum. <code>totalCommands</code> is the total number of commands executed, ignoring overlap. <code>commandsInFrustums</code> is an array with the number of times commands are executed redundantly, e.g., how many commands overlap two or three frustums. </p>


scene3DOnly

readonly scene3DOnly: boolean

Gets whether or not the scene is optimized for 3D only viewing.


orderIndependentTranslucency

readonly orderIndependentTranslucency: boolean

Gets whether or not the scene has order independent translucency enabled. Note that this only reflects the original construction option, and there are other factors that could prevent OIT from functioning on a given system configuration.


id

readonly id: string

Gets the unique identifier for this scene.


mode

mode: SceneMode

Gets or sets the current mode of the scene.


useWebVR

useWebVR: boolean

When <code>true</code>, splits the scene into two viewports with steroscopic views for the left and right eyes. Used for cardboard and WebVR.


mapMode2D

readonly mapMode2D: MapMode2D

Determines if the 2D map is rotatable or can be scrolled infinitely in the horizontal direction.


splitPosition

splitPosition: number

Gets or sets the position of the splitter within the viewport. Valid values are between 0.0 and 1.0.


minimumDisableDepthTestDistance

minimumDisableDepthTestDistance: number

The distance from the camera at which to disable the depth test of billboards, labels and points to, for example, prevent clipping against terrain. When set to zero, the depth test should always be applied. When less than zero, the depth test should never be applied. Setting the disableDepthTestDistance property of a billboard, label or point will override this value.


logarithmicDepthBuffer

logarithmicDepthBuffer: boolean

Whether or not to use a logarithmic depth buffer. Enabling this option will allow for less frustums in the multi-frustum, increasing performance. This property relies on fragmentDepth being supported.


gamma

gamma: number

The value used for gamma correction. This is only used when rendering with high dynamic range.


highDynamicRange

highDynamicRange: boolean

Whether or not to use high dynamic range rendering.


highDynamicRangeSupported

readonly highDynamicRangeSupported: boolean

Whether or not high dynamic range rendering is supported.


cameraUnderground

readonly cameraUnderground: boolean

Whether or not the camera is underneath the globe.


msaaSamples

msaaSamples: number

The sample rate of multisample antialiasing (values greater than 1 enable MSAA).


msaaSupported

readonly msaaSupported: boolean

Returns <code>true</code> if the Scene's context supports MSAA.

方法

getCompressedTextureFormatSupported()

getCompressedTextureFormatSupported(format: string): boolean

Determines if a compressed texture format is supported.

参数

format

string

The texture format. May be the name of the format or the WebGL extension name, e.g. s3tc or WEBGL_compressed_texture_s3tc.

返回

boolean

Whether or not the format is supported.


render()

render(time?: JulianDate): void

Update and render the scene. It is usually not necessary to call this function directly because CesiumWidget will do it automatically.

参数

time?

JulianDate

The simulation time at which to render.

返回

void


requestRender()

requestRender(): void

Requests a new rendered frame when Scene#requestRenderMode is set to <code>true</code>. The render rate will not exceed the CesiumWidget#targetFrameRate.

返回

void


pick()

pick(windowPosition: Cartesian2, width?: number, height?: number): any

Returns an object with a <code>primitive</code> property that contains the first (top) primitive in the scene at a particular window coordinate or <code>undefined</code> if nothing is at the location. Other properties may potentially be set depending on the type of primitive and may be used to further identify the picked object. <p> When a feature of a 3D Tiles tileset is picked, <code>pick</code> returns a Cesium3DTileFeature object. </p>

参数

windowPosition

Cartesian2

Window coordinates to perform picking on.

width?

number

Width of the pick rectangle.

height?

number

Height of the pick rectangle.

返回

any

Object containing the picked primitive or undefined if nothing is at the location.

示例

ts
// On mouse over, color the feature yellow.
handler.setInputAction(function(movement) {
    const feature = scene.pick(movement.endPosition);
    if (feature instanceof Cesium.Cesium3DTileFeature) {
        feature.color = Cesium.Color.YELLOW;
    }
}, Cesium.ScreenSpaceEventType.MOUSE_MOVE);

pickAsync()

pickAsync(windowPosition: Cartesian2, width?: number, height?: number): Promise<object | undefined>

Performs the same operation as Scene.pick but asynchonosly without blocking the main render thread. Requires WebGL2 else using fallback.

参数

windowPosition

Cartesian2

Window coordinates to perform picking on.

width?

number

Width of the pick rectangle.

height?

number

Height of the pick rectangle.

返回

Promise<object | undefined>

Object containing the picked primitive or undefined if nothing is at the location.

示例

ts
// On mouse over, color the feature yellow.
handler.setInputAction(function(movement) {
    const feature = scene.pickAsync(movement.endPosition).then(function(feature) {
       if (feature instanceof Cesium.Cesium3DTileFeature) {
           feature.color = Cesium.Color.YELLOW;
       }
    });
}, Cesium.ScreenSpaceEventType.MOUSE_MOVE);

pickVoxel()

pickVoxel(windowPosition: Cartesian2, width?: number, height?: number): VoxelCell | undefined

Returns a VoxelCell for the voxel sample rendered at a particular window coordinate, or <code>undefined</code> if no voxel is rendered at that position.

参数

windowPosition

Cartesian2

Window coordinates to perform picking on.

width?

number

Width of the pick rectangle.

height?

number

Height of the pick rectangle.

返回

VoxelCell | undefined

Information about the voxel cell rendered at the picked position or undefined if no voxel is rendered at that position.

示例

ts
On left click, report the value of the "color" property at that voxel sample.
handler.setInputAction(function(movement) {
  const voxelCell = scene.pickVoxel(movement.position);
  if (defined(voxelCell)) {
    console.log(voxelCell.getProperty("color"));
  }
}, Cesium.ScreenSpaceEventType.LEFT_CLICK);

pickMetadata()

pickMetadata(windowPosition: Cartesian2, schemaId: string | undefined, className: string, propertyName: string): MetadataValue | undefined

Pick a metadata value at the given window position.

参数

windowPosition

Cartesian2

Window coordinates to perform picking on.

schemaId

The ID of the metadata schema to pick values from. If this is <code>undefined</code>, then it will pick the values from the object that match the given class- and property name, regardless of the schema ID.

string | undefined

className

string

The name of the metadata class to pick values from

propertyName

string

The name of the metadata property to pick values from

返回

MetadataValue | undefined

The metadata value, or undefined when no matching metadata was found at the given position


pickMetadataSchema()

pickMetadataSchema(windowPosition: Cartesian2): MetadataSchema | undefined

Pick the schema of the metadata of the object at the given position

参数

windowPosition

Cartesian2

Window coordinates to perform picking on.

返回

MetadataSchema | undefined

The metadata schema, or undefined if there is no object with associated metadata at the given position.


pickPosition()

pickPosition(windowPosition: Cartesian2, result?: Cartesian3): Cartesian3

Returns the cartesian position reconstructed from the depth buffer and window position. <p> The position reconstructed from the depth buffer in 2D may be slightly different from those reconstructed in 3D and Columbus view. This is caused by the difference in the distribution of depth values of perspective and orthographic projection. </p> <p> Set Scene#pickTranslucentDepth to <code>true</code> to include the depth of translucent primitives; otherwise, this essentially picks through translucent primitives. </p>

参数

windowPosition

Cartesian2

Window coordinates to perform picking on.

result?

Cartesian3

The object on which to restore the result.

返回

Cartesian3

The cartesian position.


drillPick()

drillPick(windowPosition: Cartesian2, limit?: number, width?: number, height?: number): any[]

Returns a list of objects, each containing a <code>primitive</code> property, for all primitives at a particular window coordinate position. Other properties may also be set depending on the type of primitive and may be used to further identify the picked object. The primitives in the list are ordered by their visual order in the scene (front to back).

参数

windowPosition

Cartesian2

Window coordinates to perform picking on.

limit?

number

If supplied, stop drilling after collecting this many picks.

width?

number

Width of the pick rectangle.

height?

number

Height of the pick rectangle.

返回

any[]

Array of objects, each containing 1 picked primitives.

示例

ts
const pickedObjects = scene.drillPick(new Cesium.Cartesian2(100.0, 200.0));

sampleHeight()

sampleHeight(position: Cartographic, objectsToExclude?: object[], width?: number): number | undefined

Returns the height of scene geometry at the given cartographic position or <code>undefined</code> if there was no scene geometry to sample height from. The height of the input position is ignored. May be used to clamp objects to the globe, 3D Tiles, or primitives in the scene. <p> This function only samples height from globe tiles and 3D Tiles that are rendered in the current view. Samples height from all other primitives regardless of their visibility. </p>

参数

position

Cartographic

The cartographic position to sample height from.

objectsToExclude?

object[]

A list of primitives, entities, or 3D Tiles features to not sample height from.

width?

number

Width of the intersection volume in meters.

返回

number | undefined

The height. This may be undefined if there was no scene geometry to sample height from.

示例

ts
const position = new Cesium.Cartographic(-1.31968, 0.698874);
const height = viewer.scene.sampleHeight(position);
console.log(height);

clampToHeight()

clampToHeight(cartesian: Cartesian3, objectsToExclude?: object[], width?: number, result?: Cartesian3): Cartesian3 | undefined

Clamps the given cartesian position to the scene geometry along the geodetic surface normal. Returns the clamped position or <code>undefined</code> if there was no scene geometry to clamp to. May be used to clamp objects to the globe, 3D Tiles, or primitives in the scene. <p> This function only clamps to globe tiles and 3D Tiles that are rendered in the current view. Clamps to all other primitives regardless of their visibility. </p>

参数

cartesian

Cartesian3

The cartesian position.

objectsToExclude?

object[]

A list of primitives, entities, or 3D Tiles features to not clamp to.

width?

number

Width of the intersection volume in meters.

result?

Cartesian3

An optional object to return the clamped position.

返回

Cartesian3 | undefined

The modified result parameter or a new Cartesian3 instance if one was not provided. This may be undefined if there was no scene geometry to clamp to.

示例

ts
// Clamp an entity to the underlying scene geometry
const position = entity.position.getValue(Cesium.JulianDate.now());
entity.position = viewer.scene.clampToHeight(position);

sampleHeightMostDetailed()

sampleHeightMostDetailed(positions: Cartographic[], objectsToExclude?: object[], width?: number): Promise<(Cartographic | undefined)[]>

Initiates an asynchronous Scene#sampleHeight query for an array of Cartographic positions using the maximum level of detail for 3D Tilesets in the scene. The height of the input positions is ignored. Returns a promise that is resolved when the query completes. Each point height is modified in place. If a height cannot be determined because no geometry can be sampled at that location, or another error occurs, the height is set to <code>undefined</code>.

参数

positions

Cartographic[]

The cartographic positions to update with sampled heights.

objectsToExclude?

object[]

A list of primitives, entities, or 3D Tiles features to not sample height from.

width?

number

Width of the intersection volume in meters.

返回

Promise<(Cartographic | undefined)[]>

A promise that resolves to the provided list of positions when the query has completed. Positions may become undefined if the height cannot be determined.

示例

ts
const positions = [
    new Cesium.Cartographic(-1.31968, 0.69887),
    new Cesium.Cartographic(-1.10489, 0.83923)
];
const promise = viewer.scene.sampleHeightMostDetailed(positions);
promise.then(function(updatedPosition) {
    // positions[0].height and positions[1].height have been updated.
    // updatedPositions is just a reference to positions.
}

clampToHeightMostDetailed()

clampToHeightMostDetailed(cartesians: Cartesian3[], objectsToExclude?: object[], width?: number): Promise<(Cartesian3 | undefined)[]>

Initiates an asynchronous Scene#clampToHeight query for an array of Cartesian3 positions using the maximum level of detail for 3D Tilesets in the scene. Returns a promise that is resolved when the query completes. Each position is modified in place. If a position cannot be clamped because no geometry can be sampled at that location, or another error occurs, the element in the array is set to undefined.

参数

cartesians

Cartesian3[]

The cartesian positions to update with clamped positions.

objectsToExclude?

object[]

A list of primitives, entities, or 3D Tiles features to not clamp to.

width?

number

Width of the intersection volume in meters.

返回

Promise<(Cartesian3 | undefined)[]>

A promise that resolves to the provided list of positions when the query has completed. Positions may become undefined if they cannot be clamped.

示例

ts
const cartesians = [
    entities[0].position.getValue(Cesium.JulianDate.now()),
    entities[1].position.getValue(Cesium.JulianDate.now())
];
const promise = viewer.scene.clampToHeightMostDetailed(cartesians);
promise.then(function(updatedCartesians) {
    entities[0].position = updatedCartesians[0];
    entities[1].position = updatedCartesians[1];
}

cartesianToCanvasCoordinates()

cartesianToCanvasCoordinates(position: Cartesian3, result?: Cartesian2): Cartesian2 | undefined

Transforms a position in cartesian coordinates to canvas coordinates. This is commonly used to place an HTML element at the same screen position as an object in the scene.

参数

position

Cartesian3

The position in cartesian coordinates.

result?

Cartesian2

An optional object to return the input position transformed to canvas coordinates.

返回

Cartesian2 | undefined

The modified result parameter or a new Cartesian2 instance if one was not provided. This may be undefined if the input position is near the center of the ellipsoid.

示例

ts
// Output the canvas position of longitude/latitude (0, 0) every time the mouse moves.
const scene = widget.scene;
const position = Cesium.Cartesian3.fromDegrees(0.0, 0.0);
const handler = new Cesium.ScreenSpaceEventHandler(scene.canvas);
handler.setInputAction(function(movement) {
    console.log(scene.cartesianToCanvasCoordinates(position));
}, Cesium.ScreenSpaceEventType.MOUSE_MOVE);

completeMorph()

completeMorph(): void

Instantly completes an active transition.

返回

void


morphTo2D()

morphTo2D(duration?: number): void

Asynchronously transitions the scene to 2D.

参数

duration?

number

The amount of time, in seconds, for transition animations to complete.

返回

void


morphToColumbusView()

morphToColumbusView(duration?: number): void

Asynchronously transitions the scene to Columbus View.

参数

duration?

number

The amount of time, in seconds, for transition animations to complete.

返回

void


morphTo3D()

morphTo3D(duration?: number): void

Asynchronously transitions the scene to 3D.

参数

duration?

number

The amount of time, in seconds, for transition animations to complete.

返回

void


setTerrain()

setTerrain(terrain: Terrain): Terrain

Update the terrain providing surface geometry for the globe.

参数

terrain

Terrain

The terrain provider async helper

返回

Terrain

terrain The terrain provider async helper

Examples

ts
// Use Cesium World Terrain
scene.setTerrain(Cesium.Terrain.fromWorldTerrain());
ts
// Use a custom terrain provider
const terrain = new Cesium.Terrain(Cesium.CesiumTerrainProvider.fromUrl("https://myTestTerrain.com"));
scene.setTerrain(terrain);

terrain.errorEvent.addEventListener(error => {
  alert(`Encountered an error while creating terrain! ${error}`);
});

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
scene = scene && scene.destroy();

构造函数

构造函数

new Scene(options: { canvas: HTMLCanvasElement; contextOptions?: ContextOptions; creditContainer?: Element; creditViewport?: Element; ellipsoid?: Ellipsoid; mapProjection?: MapProjection; orderIndependentTranslucency?: boolean; scene3DOnly?: boolean; shadows?: boolean; mapMode2D?: MapMode2D; requestRenderMode?: boolean; maximumRenderTimeChange?: number; depthPlaneEllipsoidOffset?: number; msaaSamples?: number; }): Scene

参数

options
canvas

HTMLCanvasElement

contextOptions?

ContextOptions

creditContainer?

Element

creditViewport?

Element

ellipsoid?

Ellipsoid

mapProjection?

MapProjection

orderIndependentTranslucency?

boolean

scene3DOnly?

boolean

shadows?

boolean

mapMode2D?

MapMode2D

requestRenderMode?

boolean

maximumRenderTimeChange?

number

depthPlaneEllipsoidOffset?

number

msaaSamples?

number

返回

Scene

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