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KBE3D / KBCore / Cesium / Cesium3DTileset / ConstructorOptions

接口: ConstructorOptions

Initialization options for the Cesium3DTileset constructor

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属性

show?

optional show: boolean

Determines if the tileset will be shown.


modelMatrix?

optional modelMatrix: Matrix4

A 4x4 transformation matrix that transforms the tileset's root tile.


modelUpAxis?

optional modelUpAxis: Axis

Which axis is considered up when loading models for tile contents.


modelForwardAxis?

optional modelForwardAxis: Axis

Which axis is considered forward when loading models for tile contents.


shadows?

optional shadows: ShadowMode

Determines whether the tileset casts or receives shadows from light sources.


maximumScreenSpaceError?

optional maximumScreenSpaceError: number

The maximum screen space error used to drive level of detail refinement.


cacheBytes?

optional cacheBytes: number

The size (in bytes) to which the tile cache will be trimmed, if the cache contains tiles not needed for the current view.


maximumCacheOverflowBytes?

optional maximumCacheOverflowBytes: number

The maximum additional memory (in bytes) to allow for cache headroom, if more than Cesium3DTileset#cacheBytes are needed for the current view.


cullWithChildrenBounds?

optional cullWithChildrenBounds: boolean

Optimization option. Whether to cull tiles using the union of their children bounding volumes.


cullRequestsWhileMoving?

optional cullRequestsWhileMoving: boolean

Optimization option. Don't request tiles that will likely be unused when they come back because of the camera's movement. This optimization only applies to stationary tilesets.


cullRequestsWhileMovingMultiplier?

optional cullRequestsWhileMovingMultiplier: number

Optimization option. Multiplier used in culling requests while moving. Larger is more aggressive culling, smaller less aggressive culling.


preloadWhenHidden?

optional preloadWhenHidden: boolean

Preload tiles when <code>tileset.show</code> is <code>false</code>. Loads tiles as if the tileset is visible but does not render them.


preloadFlightDestinations?

optional preloadFlightDestinations: boolean

Optimization option. Preload tiles at the camera's flight destination while the camera is in flight.


preferLeaves?

optional preferLeaves: boolean

Optimization option. Prefer loading of leaves first.


dynamicScreenSpaceError?

optional dynamicScreenSpaceError: boolean

Optimization option. For street-level horizon views, use lower resolution tiles far from the camera. This reduces the amount of data loaded and improves tileset loading time with a slight drop in visual quality in the distance.


dynamicScreenSpaceErrorDensity?

optional dynamicScreenSpaceErrorDensity: number

Similar to Fog#density, this option controls the camera distance at which the Cesium3DTileset#dynamicScreenSpaceError optimization applies. Larger values will cause tiles closer to the camera to be affected.


dynamicScreenSpaceErrorFactor?

optional dynamicScreenSpaceErrorFactor: number

A parameter that controls the intensity of the Cesium3DTileset#dynamicScreenSpaceError optimization for tiles on the horizon. Larger values cause lower resolution tiles to load, improving runtime performance at a slight reduction of visual quality.


dynamicScreenSpaceErrorHeightFalloff?

optional dynamicScreenSpaceErrorHeightFalloff: number

A ratio of the tileset's height that determines where "street level" camera views occur. When the camera is below this height, the Cesium3DTileset#dynamicScreenSpaceError optimization will have the maximum effect, and it will roll off above this value.


progressiveResolutionHeightFraction?

optional progressiveResolutionHeightFraction: number

Optimization option. If between (0.0, 0.5], tiles at or above the screen space error for the reduced screen resolution of <code>progressiveResolutionHeightFraction*screenHeight</code> will be prioritized first. This can help get a quick layer of tiles down while full resolution tiles continue to load.


foveatedScreenSpaceError?

optional foveatedScreenSpaceError: boolean

Optimization option. Prioritize loading tiles in the center of the screen by temporarily raising the screen space error for tiles around the edge of the screen. Screen space error returns to normal once all the tiles in the center of the screen as determined by the Cesium3DTileset#foveatedConeSize are loaded.


foveatedConeSize?

optional foveatedConeSize: number

Optimization option. Used when Cesium3DTileset#foveatedScreenSpaceError is true to control the cone size that determines which tiles are deferred. Tiles that are inside this cone are loaded immediately. Tiles outside the cone are potentially deferred based on how far outside the cone they are and their screen space error. This is controlled by Cesium3DTileset#foveatedInterpolationCallback and Cesium3DTileset#foveatedMinimumScreenSpaceErrorRelaxation. Setting this to 0.0 means the cone will be the line formed by the camera position and its view direction. Setting this to 1.0 means the cone encompasses the entire field of view of the camera, disabling the effect.


foveatedMinimumScreenSpaceErrorRelaxation?

optional foveatedMinimumScreenSpaceErrorRelaxation: number

Optimization option. Used when Cesium3DTileset#foveatedScreenSpaceError is true to control the starting screen space error relaxation for tiles outside the foveated cone. The screen space error will be raised starting with tileset value up to Cesium3DTileset#maximumScreenSpaceError based on the provided Cesium3DTileset#foveatedInterpolationCallback.


foveatedInterpolationCallback?

optional foveatedInterpolationCallback: foveatedInterpolationCallback

Optimization option. Used when Cesium3DTileset#foveatedScreenSpaceError is true to control how much to raise the screen space error for tiles outside the foveated cone, interpolating between Cesium3DTileset#foveatedMinimumScreenSpaceErrorRelaxation and Cesium3DTileset#maximumScreenSpaceError


foveatedTimeDelay?

optional foveatedTimeDelay: number

Optimization option. Used when Cesium3DTileset#foveatedScreenSpaceError is true to control how long in seconds to wait after the camera stops moving before deferred tiles start loading in. This time delay prevents requesting tiles around the edges of the screen when the camera is moving. Setting this to 0.0 will immediately request all tiles in any given view.


skipLevelOfDetail?

optional skipLevelOfDetail: boolean

Optimization option. Determines if level of detail skipping should be applied during the traversal.


baseScreenSpaceError?

optional baseScreenSpaceError: number

When <code>skipLevelOfDetail</code> is <code>true</code>, the screen space error that must be reached before skipping levels of detail.


skipScreenSpaceErrorFactor?

optional skipScreenSpaceErrorFactor: number

When <code>skipLevelOfDetail</code> is <code>true</code>, a multiplier defining the minimum screen space error to skip. Used in conjunction with <code>skipLevels</code> to determine which tiles to load.


skipLevels?

optional skipLevels: number

When <code>skipLevelOfDetail</code> is <code>true</code>, a constant defining the minimum number of levels to skip when loading tiles. When it is 0, no levels are skipped. Used in conjunction with <code>skipScreenSpaceErrorFactor</code> to determine which tiles to load.


immediatelyLoadDesiredLevelOfDetail?

optional immediatelyLoadDesiredLevelOfDetail: boolean

When <code>skipLevelOfDetail</code> is <code>true</code>, only tiles that meet the maximum screen space error will ever be downloaded. Skipping factors are ignored and just the desired tiles are loaded.


loadSiblings?

optional loadSiblings: boolean

When <code>skipLevelOfDetail</code> is <code>true</code>, determines whether siblings of visible tiles are always downloaded during traversal.


clippingPlanes?

optional clippingPlanes: ClippingPlaneCollection

The ClippingPlaneCollection used to selectively disable rendering the tileset.


clippingPolygons?

optional clippingPolygons: ClippingPolygonCollection

The ClippingPolygonCollection used to selectively disable rendering the tileset.


classificationType?

optional classificationType: ClassificationType

Determines whether terrain, 3D Tiles or both will be classified by this tileset. See Cesium3DTileset#classificationType for details about restrictions and limitations.


heightReference?

optional heightReference: HeightReference

Sets the HeightReference for point features in vector tilesets.


scene?

optional scene: Scene

The CesiumWidget#scene that the tileset will be rendered in, required for tilesets that specify a heightReference value for clamping 3D Tiles vector data content- like points, lines, and labels- to terrain or 3D tiles.


ellipsoid?

optional ellipsoid: Ellipsoid

The ellipsoid determining the size and shape of the globe.


pointCloudShading?

optional pointCloudShading: any

Options for constructing a PointCloudShading object to control point attenuation based on geometric error and lighting.


lightColor?

optional lightColor: Cartesian3

The light color when shading models. When <code>undefined</code> the scene's light color is used instead.


imageBasedLighting?

optional imageBasedLighting: ImageBasedLighting

The properties for managing image-based lighting for this tileset.


environmentMapOptions?

optional environmentMapOptions: ConstructorOptions

The properties for managing dynamic environment maps on this tileset.


backFaceCulling?

optional backFaceCulling: boolean

Whether to cull back-facing geometry. When true, back face culling is determined by the glTF material's doubleSided property; when false, back face culling is disabled.


enableShowOutline?

optional enableShowOutline: boolean

Whether to enable outlines for models using the CESIUM_primitive_outline

extension. This can be set to false to avoid the additional processing of geometry at load time. When false, the showOutlines and outlineColor options are ignored.


showOutline?

optional showOutline: boolean

Whether to display the outline for models using the CESIUM_primitive_outline

extension. When true, outlines are displayed. When false, outlines are not displayed.


outlineColor?

optional outlineColor: Color

The color to use when rendering outlines.


vectorClassificationOnly?

optional vectorClassificationOnly: boolean

Indicates that only the tileset's vector tiles should be used for classification.


vectorKeepDecodedPositions?

optional vectorKeepDecodedPositions: boolean

Whether vector tiles should keep decoded positions in memory. This is used with Cesium3DTileFeature.getPolylinePositions.


featureIdLabel?

optional featureIdLabel: string | number

Label of the feature ID set to use for picking and styling. For EXT_mesh_features, this is the feature ID's label property, or "featureId_N" (where N is the index in the featureIds array) when not specified. EXT_feature_metadata did not have a label field, so such feature ID sets are always labeled "featureId_N" where N is the index in the list of all feature Ids, where feature ID attributes are listed before feature ID textures. If featureIdLabel is an integer N, it is converted to the string "featureId_N" automatically. If both per-primitive and per-instance feature IDs are present, the instance feature IDs take priority.


instanceFeatureIdLabel?

optional instanceFeatureIdLabel: string | number

Label of the instance feature ID set used for picking and styling. If instanceFeatureIdLabel is set to an integer N, it is converted to the string "instanceFeatureId_N" automatically. If both per-primitive and per-instance feature IDs are present, the instance feature IDs take priority.


showCreditsOnScreen?

optional showCreditsOnScreen: boolean

Whether to display the credits of this tileset on screen.


splitDirection?

optional splitDirection: SplitDirection

The SplitDirection split to apply to this tileset.


enableCollision?

optional enableCollision: boolean

When <code>true</code>, enables collisions for camera or CPU picking. While this is <code>true</code> the camera will be prevented from going below the tileset surface if ScreenSpaceCameraController#enableCollisionDetection is true. This also affects the behavior of HeightReference.CLAMP_TO_GROUND when clamping to 3D Tiles surfaces. If <code>enableCollision</code> is <code>false</code>, entities may not be correctly clamped to the tileset geometry.


projectTo2D?

optional projectTo2D: boolean

Whether to accurately project the tileset to 2D. If this is true, the tileset will be projected accurately to 2D, but it will use more memory to do so. If this is false, the tileset will use less memory and will still render in 2D / CV mode, but its projected positions may be inaccurate. This cannot be set after the tileset has been created.


enablePick?

optional enablePick: boolean

Whether to allow collision and CPU picking with <code>pick</code> when using WebGL 1. If using WebGL 2 or above, this option will be ignored. If using WebGL 1 and this is true, the <code>pick</code> operation will work correctly, but it will use more memory to do so. If running with WebGL 1 and this is false, the model will use less memory, but <code>pick</code> will always return <code>undefined</code>. This cannot be set after the tileset has loaded.


asynchronouslyLoadImagery?

optional asynchronouslyLoadImagery: boolean

Whether loading imagery that is draped over the tileset should be done asynchronously. If this is <code>true</code>, then tile content will be displayed with its original texture until the imagery texture is loaded. If this is <code>false</code>, then the tile content will not be displayed until the imagery is ready.


debugHeatmapTilePropertyName?

optional debugHeatmapTilePropertyName: string

The tile variable to colorize as a heatmap. All rendered tiles will be colorized relative to each other's specified variable value.


debugFreezeFrame?

optional debugFreezeFrame: boolean

For debugging only. Determines if only the tiles from last frame should be used for rendering.


debugColorizeTiles?

optional debugColorizeTiles: boolean

For debugging only. When true, assigns a random color to each tile.


enableDebugWireframe?

optional enableDebugWireframe: boolean

For debugging only. This must be true for debugWireframe to work in WebGL1. This cannot be set after the tileset has been created.


debugWireframe?

optional debugWireframe: boolean

For debugging only. When true, render's each tile's content as a wireframe.


debugShowBoundingVolume?

optional debugShowBoundingVolume: boolean

For debugging only. When true, renders the bounding volume for each tile.


debugShowContentBoundingVolume?

optional debugShowContentBoundingVolume: boolean

For debugging only. When true, renders the bounding volume for each tile's content.


debugShowViewerRequestVolume?

optional debugShowViewerRequestVolume: boolean

For debugging only. When true, renders the viewer request volume for each tile.


debugShowGeometricError?

optional debugShowGeometricError: boolean

For debugging only. When true, draws labels to indicate the geometric error of each tile.


debugShowRenderingStatistics?

optional debugShowRenderingStatistics: boolean

For debugging only. When true, draws labels to indicate the number of commands, points, triangles and features for each tile.


debugShowMemoryUsage?

optional debugShowMemoryUsage: boolean

For debugging only. When true, draws labels to indicate the texture and geometry memory in megabytes used by each tile.


debugShowUrl?

optional debugShowUrl: boolean

For debugging only. When true, draws labels to indicate the url of each tile.

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