Members

constant ArcGisBaseMapType : number

ArcGisBaseMapType列举了默认支持的ArcGIS图像砖层.
Properties:
Name Type Description
SATELLITE number
OCEANS number
HILLSHADE number
See:

constant ArcType : number

ArcType定义了连接顶点时应当走的路径.
Properties:
Name Type Description
NONE number 不符合椭圆表面的直线.
GEODESIC number 循大地测量道.
RHUMB number 沿着rhumb或loxodrome路径.

readonly availableLevels : number|undefined

砖块中包含可用瓦片的详细级数.

constant Axis : number

一个描述 x, y, 和 z 轴和助手转换函数的enum.
Properties:
Name Type Description
X number 注意X轴.
Y number 注意Y轴.
Z number 注意Z轴.

constant BingMapsStyle : number

Bing地图提供的图像类型.
Properties:
Name Type Description
AERIAL string Aerial imagery.
AERIAL_WITH_LABELS string 空中图像,上面有公路.
AERIAL_WITH_LABELS_ON_DEMAND string 空中图像,上面有公路.
ROAD string 没有额外图像的道路.
ROAD_ON_DEMAND string 没有额外图像的道路.
CANVAS_DARK string 暗版路线图.
CANVAS_LIGHT string 轻版路线图.
CANVAS_GRAY string 灰色尺度版路线图.
ORDNANCE_SURVEY string 大地测量图象. 这幅图像只见于英国伦敦地区.
COLLINS_BART string 柯林斯·巴特图像.
See:

constant BlendEquation : number

确定两个像素的值如何组合.
Properties:
Name Type Description
ADD number 像素值是按组件添加的。 用于添加剂混合,用于透明.
SUBTRACT number 像素值按组件(来源-目的地)减去. 这用于α混合,用于半透明.
REVERSE_SUBTRACT number 像素值按组分(命运 - 来源)减去.
MIN number Pixel values are given to the minimum function (min(source, destination)). 此方程在每个像素颜色组件上运行 .
MAX number Pixel values are given to the maximum function (max(source, destination)). 此方程在每个像素颜色组件上运行 .

constant BlendFunction : number

确定如何计算混合因素.
Properties:
Name Type Description
ZERO number 混合因子为0.
ONE number 混合因子为一.
SOURCE_COLOR number 混合因子为源色.
ONE_MINUS_SOURCE_COLOR number 混合因子为1减去源色.
DESTINATION_COLOR number 混合因子是目的地颜色.
ONE_MINUS_DESTINATION_COLOR number 混合因子为1减去目的地颜色.
SOURCE_ALPHA number 混合因子为源α.
ONE_MINUS_SOURCE_ALPHA number 混合因子为1减去源α.
DESTINATION_ALPHA number 混合因子是目的地α.
ONE_MINUS_DESTINATION_ALPHA number 混合因子为1减去目的地α.
CONSTANT_COLOR number 混合因子是常态.
ONE_MINUS_CONSTANT_COLOR number 混合因子为1减常色.
CONSTANT_ALPHA number 混合因子是常数α.
ONE_MINUS_CONSTANT_ALPHA number 混合因子为1减去常数α.
SOURCE_ALPHA_SATURATE number 混合因子是饱和源α.

constant BlendOption : number

确定广告牌,积分和标签的不透明半透明部分如何与场景混合.
Properties:
Name Type Description
OPAQUE number 收藏中的告示牌,点数,或标签完全不透明.
TRANSLUCENT number 收藏中的告示牌,点数,或标签完全透明.
OPAQUE_AND_TRANSLUCENT number 收藏中的告示牌,分数,或标签既不透明又透明.

constant CameraEventType : number

假设与相机交互的现有输入 .
Properties:
Name Type Description
LEFT_DRAG number 鼠标左键按下,然后移动鼠标并释放按钮.
RIGHT_DRAG number 鼠标右键按下,然后移动鼠标并释放按钮.
MIDDLE_DRAG number 鼠标中键按下,然后移动鼠标并释放按钮.
WHEEL number 滚动鼠标中键.
PINCH number 触摸表面两指触.

constant Cesium3DTileColorBlendMode : number

Defines how per-feature colors set from the Cesium API or declarative styling blend with the source colors from 原功能, NT 0 . glTF 材质或瓷砖中的每点颜色.

当使用 NT#0 REPLACE NT 1 或 NT 2 MI NT 3 时,源色是一个glTF材料,技术必须指定 3DTILESDIFFUSE 对散色参数的语义. 否则只支持 NT 2 HighLightT NT 3 .

其颜色评价为白色(1.0、1.0、1.0)的特性总是不掺杂颜色,无论颜色如何 瓷砖的颜色混合模式.


"techniques": {
  "technique0": {
    "parameters": {
      "diffuse": {
        "semantic": "_3DTILESDIFFUSE",
        "type": 35666
      }
    }
  }
}
Properties:
Name Type Description
HIGHLIGHT number 将源色乘以特征色.
REPLACE number 用特性颜色取代源颜色.
MIX number 混合源色和特征色.

constant Check

包含用于检查所提供的参数属于指定类型的函数 或满足特定条件

constant ClassificationType : number

分类是否影响地形,3D平面或两者兼有.
Properties:
Name Type Description
TERRAIN number 只有地形才会被分类.
CESIUM_3D_TILE number 只有3D梯子会被分类.
BOTH number 地形和3D梯都将被分类.

className : string

元数据类的名称

classProperty : MetadataClassProperty

The the `MetadataClassProperty` that is described by this structure, as obtained from the `MetadataSchema`

constant ClockRange : number

Constants used by Clock#tick to determine behavior when Clock#startTime or Clock#stopTime is reached.
Properties:
Name Type Description
UNBOUNDED number Clock#tick will always advances the clock in its current direction.
CLAMPED number When Clock#startTime or Clock#stopTime is reached, Clock#tick will not advance Clock#currentTime any further.
LOOP_STOP number When Clock#stopTime is reached, Clock#tick will advance Clock#currentTime to the opposite end of the interval. When time is moving backwards, Clock#tick will not advance past Clock#startTime
See:

constant ClockStep : number

常数,以确定每次通话的推进时间 to Clock#tick.
Properties:
Name Type Description
TICK_DEPENDENT number Clock#tick advances the current time by a fixed step, which is the number of seconds specified by Clock#multiplier.
SYSTEM_CLOCK_MULTIPLIER number Clock#tick advances the current time by the amount of system time elapsed since the previous call multiplied by Clock#multiplier.
SYSTEM_CLOCK number Clock#tick sets the clock to the current system time; 忽略所有其他设置.
See:

constant CloudType : number

Specifies the type of the cloud that is added to a CloudCollection in CloudCollection#add.
Properties:
Name Type Description
CUMULUS number Cumulus cloud.

constant ColorBlendMode : number

定义将目标颜色和原始源颜色混合的不同模式. HIGHLIGHT 将源色乘以目标色 REPLACE replaces the source color with the target color 将源色和目标色混合在一起
Properties:
Name Type Description
HIGHLIGHT number
REPLACE number
MIX number
See:
  • Model.colorBlendMode

constant ComponentDatatype : number

WebGL 组件数据类型. 成分是内在的, 属性,它形成顶点.
Properties:
Name Type Description
BYTE number 8-bit signed byte corresponding to gl.BYTE and the type 中的元素.
UNSIGNED_BYTE number 8-bit unsigned byte corresponding to UNSIGNED_BYTE and the type 中的元素.
SHORT number 16 位签名短于 NT 0 SHORT NT 1 和类型 中的元素.
UNSIGNED_SHORT number 16-bit unsigned short corresponding to UNSIGNED_SHORT and the type 中的元素.
INT number 32 位签名 int 对应 NT 0 INT NT 1 和类型 中的元素.
UNSIGNED_INT number 32-bit unsigned int corresponding to UNSIGNED_INT and the type 中的元素.
FLOAT number 32位浮点对应 NT 0 FLOAT NT 1 和类型 中的元素.
DOUBLE number 64-bit floating-point corresponding to gl.DOUBLE (in Desktop OpenGL; this is not supported in WebGL, and is emulated in Cesium via GeometryPipeline.encodeAttribute) 和 NT 0 Float64Array NT 1 中的元素类型.

constant CornerType : number

角的样式选项 .
Properties:
Name Type Description
ROUNDED number 角有光滑的边缘.
MITERED number 角点是相邻边缘的交叉点.
BEVELED number 角落被剪断.
Demo:

constant CullFace : number

Determines which triangles, if any, are culled.
Properties:
Name Type Description
FRONT number 前立面三角形呈弯曲状.
BACK number 后立面三角形呈弯曲状.
FRONT_AND_BACK number 前立面和后立面的三角形都是凹凸的.

constant CustomShaderMode : string

An enum describing how the CustomShader will be added to the 碎片遮蔽器。 这决定了阴影器如何与材料相互作用.
Properties:
Name Type Description
MODIFY_MATERIAL string 将使用自定义阴影来修改材料阶段的结果 在应用照明之前.
REPLACE_MATERIAL string 将使用定制的遮阳器,而不是材料级. 这是个提示 优化材料处理代码.
Experimental

This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.

constant CustomShaderTranslucencyMode : number

An enum for controling how CustomShader handles translucency compared with the original primitive.
Properties:
Name Type Description
INHERIT number 从原始材料中继承半透明设置. 如果原始人使用了 半透明材料,定制的遮阳器也将被认为是半透明. 如果原始人 使用不透明材料,自定义阴影将被视为不透明.
OPAQUE number 强迫原始人使原始人变得不透明,忽略任何物质设置.
TRANSLUCENT number 强迫原始人使原始人变得半透明,忽略任何物质设置.
Experimental

This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.

constant DepthFunction : number

确定用于比较深度测试的两个深度的函数.
Properties:
Name Type Description
NEVER number 深度测试从未通过.
LESS number 如果进入的深度小于存储的深度,深度测试就会通过.
EQUAL number 如果进入的深度与存储的深度相等,深度测试就会通过.
LESS_OR_EQUAL number 如果进入的深度小于或等于存储的深度,深度测试即通过.
GREATER number 如果进入的深度大于存储的深度,则深度测试通过.
NOT_EQUAL number 如果进入的深度与存储的深度不相等,深度测试就会通过.
GREATER_OR_EQUAL number 如果进入的深度大于或等于存储的深度,深度测试即通过.
ALWAYS number 深度测试总是通过.

constant DONE : BoundingSphereState

The BoundingSphere has been computed.

constant DynamicAtmosphereLightingType : number

大气层照明效应(天空大气层、地面大气层、雾)可以是: 用来自太阳或其他光源的动态照明进行进一步修改 随时间而变化 此enum决定了要使用的光源 .
Properties:
Name Type Description
NONE number 不要使用动态大气照明. 大气层照明效应将 而不是用场景的光源.
SCENE_LIGHT number 利用现场目前光源进行动态大气照明.
SUNLIGHT number 迫使大气中充满活力的光线 永远使用阳光的方向, 即使现场使用不同的光源.

constant excludesReverseAxis : Array.<number>

EPSG 代码已知不包括反轴命令,且在4000-5000之内.

constant ExtrapolationType : number

确定内插值如何推断的常数 在可用数据范围之外查询时.
Properties:
Name Type Description
NONE number 不进行推断.
HOLD number 在样本数据范围之外使用第一个或最后一个值.
EXTRAPOLATE number 值为推断.
See:

constant FAILED : BoundingSphereState

The BoundingSphere does not exist.

constant GeocodeType : number

The type of geocoding to be performed by a GeocoderService.
Properties:
Name Type Description
SEARCH number 进行输入被视为完整的搜索 .
AUTOCOMPLETE number 通常使用部分输入进行自动完成 用于作为用户提供可能的结果.
See:

constant geometryUpdaters : Array.<GeometryUpdater>

constant HeightmapEncoding : number

用于高度图的编码
Properties:
Name Type Description
NONE number No encoding
LERC number LERC encoding

constant HeightReference : number

代表相对于地形的位置.
Properties:
Name Type Description
NONE number 立场是绝对的.
CLAMP_TO_GROUND number The position is clamped to the terrain and 3D Tiles. When clamping to 3D Tilesets such as photorealistic 3D Tiles, ensure the tileset has Cesium3DTileset#enableCollision set to true. Otherwise, the entity may not be correctly clamped to the tileset surface.
RELATIVE_TO_GROUND number 位置高度是地上高度和3D平面.
CLAMP_TO_TERRAIN number 位置被夹在断层上.
RELATIVE_TO_TERRAIN number 位置高度是地形之上的高度.
CLAMP_TO_3D_TILE number 位置被夹在3D梯子上.
RELATIVE_TO_3D_TILE number 位置高度是3D梯度以上的高度.

constant HorizontalOrigin : number

相对对象的原产地水平位置, e.g ., a Billboard or Label. For example, setting the horizontal origin to LEFT or RIGHT will display a billboard to the left or right (in screen space) 在锚位置.


Properties:
Name Type Description
CENTER number 该起源位于物体的横向中心.
LEFT number 起源位于物体的左侧.
RIGHT number 起源位于物体的右侧.
See:

constant includesReverseAxis : Array.<number>

EPSG 代码已知包含反轴命令,但不在4000-5000之内.

constant IndexDatatype : number

NT 0 指数数据类型的常数. 这些与 type parameter of drawElements.
Properties:
Name Type Description
UNSIGNED_BYTE number 8-bit unsigned byte corresponding to UNSIGNED_BYTE and the type 中的元素.
UNSIGNED_SHORT number 16-bit unsigned short corresponding to UNSIGNED_SHORT and the type 中的元素.
UNSIGNED_INT number 32-bit unsigned int corresponding to UNSIGNED_INT and the type 中的元素.

constant Intersect : number

这一列举类型用于确定相对于节肢动物的 对象的位置。 该天体可以完全包含在frustum( INSIDE )中, 部分在节内,部分在外( INTERSECTING ),或完全在某处 在Frustum的6架飞机( OUTSIDE )之外.
Properties:
Name Type Description
OUTSIDE number 表示一个物体不包含在节内.
INTERSECTING number 代表一个物体与其中的飞机相交.
INSIDE number 表示一个物体完全在节内.

constant IonGeocodeProviderType : string

可以通过 NT 0 离子使用的地基地理编码服务.
Properties:
Name Type Description
GOOGLE string 谷歌地理编码器,用于谷歌数据.
BING string 炳地理编码器,与炳数据使用.
DEFAULT string 使用服务器上设定的默认地理编码器 。 双关或双关 谷歌数据被使用.

constant IonWorldImageryStyle : number

The types of imagery provided by createWorldImagery.
Properties:
Name Type Description
AERIAL number Aerial imagery.
AERIAL_WITH_LABELS number 空中图像,上面有公路.
ROAD number 没有额外图像的道路.

constant KeyboardEventModifier : number

此列举类型用于代表键盘修改器. 这些是钥匙 除其他活动类型外,它们还被固定下来.
Properties:
Name Type Description
SHIFT number 代表被扣的转折键.
CTRL number 代表被扣下的控制键.
ALT number 代表了被扣的备用键.

constant LabelStyle : number

描述如何绘制标签.
Properties:
Name Type Description
FILL number 填充标签的文本, 但不要大纲 .
OUTLINE number 概述标签的文本, 但不要填充 .
FILL_AND_OUTLINE number 填充并概述标签的文本.
See:

constant LightingModel : number

用于照明的照明型号为 Model .
Properties:
Name Type Description
UNLIT number Use unlit shading, i.e. skip lighting calculations. The model's 散色( 假定为线性 NT% 0 ,而非 sRGB) 直接使用 当计算 NT 0 out FragColor NT 1 时. 阿尔法模式仍然 applied.
PBR number 采用物理渲染照明计算. 这包括: 金属粗糙度和光谱光泽度 基于图像 在可能的情况下,还采用照明.
Experimental

This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.

magnificationFilter : TextureMagnificationFilter

适用于本材料的纹理的 TextureMagnificationFilter .
Default Value: TextureMagnificationFilter.LINEAR

constant MapMode2D : number

描述地图将如何在2D操作.
Properties:
Name Type Description
ROTATE number 2D地图可以围绕z轴旋转.
INFINITE_SCROLL number 2D映射可以无限地向水平方向滚动.

readonly metadata : Array.<Int8Array>|Array.<Uint8Array>|Array.<Int16Array>|Array.<Uint16Array>|Array.<Int32Array>|Array.<Uint32Array>|Array.<Float32Array>|Array.<Float64Array>

此 voxel 内容的元数据 . 元数据是一组输入的数组,每个字段一个. 一个字段的数据是X订购的扁平3D阵列,然后是Y,然后是Z.

constant MetadataComponentType : string

元数据元件类型集合.
Properties:
Name Type Description
INT8 string 8 位签名整数
UINT8 string 8 位无符号整数
INT16 string 16 位签名整数
UINT16 string 16 位无符号整数
INT32 string 32 位签名整数
UINT32 string 32 位无符号整数
INT64 string 64位签名整数.
UINT64 string 64位签名整数.
FLOAT32 string 32 位( 单精度) 浮点数
FLOAT64 string 一个64位(双精度)浮点数
Experimental

This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.

metadataProperty : object

The `PropertyTextureProperty` or `PropertyAttributeProperty` that 从财产纹理中获取的 or property attribute of the `StructuralMetadata` that matches the 类别名称和财产名称.

constant MetadataType : string

元数据类型的语句 。 这些元数据类型是包含 one or more components of type MetadataComponentType
Properties:
Name Type Description
SCALAR string 单一组成部分
VEC2 string 具有两个组件的矢量
VEC3 string 含有三个组件的矢量
VEC4 string 具有四个组件的矢量
MAT2 string 2x2矩阵,以列主格式存储.
MAT3 string 3x3矩阵,以列主格式存储.
MAT4 string 4x4矩阵,以列主要格式存储.
BOOLEAN string 布尔值( 真/ 假)
STRING string 编码字符串值
ENUM string 一个被列举的价值。 此类型与 MetadataEnum 一起用于描述有效值.
Experimental

This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.

minificationFilter : TextureMinificationFilter

适用于本材料的纹理的 TextureMinificationFilter .
Default Value: TextureMinificationFilter.LINEAR

constant ModelAnimationLoop : number

确定 glTF 动画是否和如何循环.
Properties:
Name Type Description
NONE number 播放动画一次; 不要循环它 .
REPEAT number 在动画停止后立即从头开始循环播放.
MIRRORED_REPEAT number 循环动画。 先是向前播放,然后逆向播放,然后向前播放,等等.
See:

nearestSampling : boolean

获得或设置最近的采样旗.

needsRebuild : boolean

表示采地机是否需要因地底地形网点或指数的变化而重建.

readonly of : Scene|undefined

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.
Default Value: undefined

constant PENDING : BoundingSphereState

——NT++0 仍在计算中.

constant PixelDatatype : number

像素的数据类型.
Properties:
Name Type Description
UNSIGNED_BYTE number
UNSIGNED_SHORT number
UNSIGNED_INT number
FLOAT number
HALF_FLOAT number
UNSIGNED_INT_24_8 number
UNSIGNED_SHORT_4_4_4_4 number
UNSIGNED_SHORT_5_5_5_1 number
UNSIGNED_SHORT_5_6_5 number
See:

constant PixelFormat : number

像素的格式, i.e .,它拥有的组件数量以及它们所代表的内容.
Properties:
Name Type Description
DEPTH_COMPONENT number 包含深度值的像素格式.
DEPTH_STENCIL number 一个包含深度和stencil值的像素格式,最常使用 PixelDatatype.UNSIGNED_INT_24_8 .
ALPHA number 包含α通道的像素格式.
RED number 包含红色通道的像素格式
RG number 包含红绿通道的像素格式.
RGB number 包含红,绿,蓝通道的像素格式.
RGBA number 包含红色,绿色,蓝色和α通道的像素格式.
RED_INTEGER number 含有红色通道作为整数的像素格式.
RG_INTEGER number 包含红绿通道作为整数的像素格式.
RGB_INTEGER number 一个像素格式,包含红色,绿色和蓝色的通道作为整数.
RGBA_INTEGER number 包含红色,绿色,蓝色和α通道作为整数的像素格式.
LUMINANCE number 包含亮度(强度)通道的像素格式.
LUMINANCE_ALPHA number 包含亮度(强度)和α通道的像素格式.
RGB_DXT1 number 包含红,绿,蓝三色通道的像素格式是 NT 0 压缩的.
RGBA_DXT1 number 包含红,绿,蓝,和α通道的像素格式是 DXT1 压缩的.
RGBA_DXT3 number 包含红,绿,蓝,和α通道的像素格式是 DXT3 压缩的.
RGBA_DXT5 number 包含红,绿,蓝,和α通道的像素格式是 DXT5 压缩的.
RGB_PVRTC_4BPPV1 number 包含红,绿,蓝等色通道的像素格式是 NT 0 4bpp 压缩.
RGB_PVRTC_2BPPV1 number 包含红色,绿色,和蓝色通道的像素格式是 NT 0 2bpp 压缩.
RGBA_PVRTC_4BPPV1 number 包含红,绿,蓝,和α通道的像素格式是 NT 0 4bpp 压缩.
RGBA_PVRTC_2BPPV1 number 包含红,绿,蓝,和α通道的像素格式是 PVR 2bpp 压缩.
RGBA_ASTC number 包含红,绿,蓝,和α通道的像素格式是 ASTC 压缩的.
RGB_ETC1 number 包含红,绿,蓝三色通道的像素格式是 NT 0 压缩的.
RGB8_ETC2 number 包含红,绿,蓝三色通道的像素格式是 NT 0 压缩的.
RGBA8_ETC2_EAC number 包含红,绿,蓝,和α通道的像素格式是 ETC2 压缩的.
RGBA_BC7 number 包含红,绿,蓝,和α通道的像素格式是 BC7 压缩的.

constant PostProcessStageSampleMode : number

Determines how input texture to a PostProcessStage is sampled.
Properties:
Name Type Description
NEAREST number 以返回最接近的 Texel 为纹理样本.
LINEAR number 通过四个距离最近的特克塞尔的双线插值来样本纹理.

constant PrimitiveType : number

几何原始的型号, i.e . 点,线,和三角形.
Properties:
Name Type Description
POINTS number 原始点,每个顶点(或索引)是一个单独的点.
LINES number 线条原始,每两个顶点(或指数)是一个线段. 线路段不一定相连.
LINE_LOOP number 线圈原始,第一个线圈连接后每个顶点(或索引)与 上一个顶点,上一个顶点隐含连接到第一个顶点.
LINE_STRIP number 线条原始,在第一个顶点后,每个顶点(或索引)都会将一个线连接到之前的顶点.
TRIANGLES number 三角形原始,每三个顶点(或指数)是一个三角形. 三角不一定共享边缘.
TRIANGLE_STRIP number 三角带原始,在前两个连接后每个顶点(或索引) 前两个顶点形成三角形。 例如,这可以用来建模一堵墙.
TRIANGLE_FAN number 前两个顶点连接后每个顶点( 或索引) 的三角扇原始 前一个顶点和第一个顶点形成三角形。 例如,这个可以使用 用来模拟圆锥或圆圈.

propertyName : string

元数据属性名称

constant ReferenceFrame : number

用于确定众所周知的参照基准的常数.
Properties:
Name Type Description
FIXED number 固定帧.
INERTIAL number 惯性框架.

constant RequestState : number

请求情况.
Properties:
Name Type Description
UNISSUED number 初始未发行状态.
ISSUED number 已发行但尚未启用。 当空位可用时会生效 .
ACTIVE number 已发出实际的http请求.
RECEIVED number 请求成功完成 .
CANCELLED number 由于优先权较低,请求被明确或自动取消.
FAILED number Request failed.

constant RequestType : number

说明请求类型的提示。 用于精细的谷物采伐和优先排序.
Properties:
Name Type Description
TERRAIN number Terrain request.
IMAGERY number Imagery request.
TILES3D number 3D梯队请求.
OTHER number Other request.

constant SceneMode : number

表示该场景是否以3D,2D,或2.5D哥伦布视图观看.
Properties:
Name Type Description
MORPHING number 在模式间进行解析, NT 0 ., 3D对2D.
COLUMBUS_VIEW number 哥伦布景色模式. 绘制地图的2.5D视角 平地和无零高度的物体被划到上面.
SCENE2D number 二维模式. 地图由上至下通过正图投影查看.
SCENE3D number 三维模式. 传统的三维视角视角透视全球.
See:

schemaId : string|undefined

元数据计划的可选标识

constant ScreenSpaceEventType : number

此列举类型用于对鼠标事件进行分类: 下, 上, 点击, 双击, 移动和移动, 而按住按钮 .
Properties:
Name Type Description
LEFT_DOWN number 代表鼠标左键下调事件 .
LEFT_UP number 代表鼠标左键向上事件 .
LEFT_CLICK number 代表鼠标左键点击事件 .
LEFT_DOUBLE_CLICK number 代表鼠标左侧双击事件 .
RIGHT_DOWN number 代表鼠标左键下调事件 .
RIGHT_UP number 代表鼠标右键向上事件 .
RIGHT_CLICK number 代表鼠标右键点击事件 .
MIDDLE_DOWN number 代表鼠标中键下调事件 .
MIDDLE_UP number 代表鼠标中键向上事件 .
MIDDLE_CLICK number 代表鼠标中间点击事件 .
MOUSE_MOVE number 代表鼠标移动事件 .
WHEEL number 代表鼠标轮事件 .
PINCH_START number 代表两指事件在触摸表面的开始.
PINCH_END number 代表一个触摸表面的两指事件的结束.
PINCH_MOVE number 代表触摸表面二指事件的变化.

constant SensorVolumePortionToDisplay : number

常数用来表示传感器体积的哪一部分可以显示.
Properties:
Name Type Description
COMPLETE number 0x0000. Display the complete sensor volume.
BELOW_ELLIPSOID_HORIZON number 0x0001. Display the portion of the sensor volume that lies below the true horizon of the ellipsoid.
ABOVE_ELLIPSOID_HORIZON number 0x0002. Display the portion of the sensor volume that lies above the true horizon of the ellipsoid.

constant ShadowMode : number

指定对象在何时从光源投影或接收阴影 阴影被启用 .
Properties:
Name Type Description
DISABLED number 物体不投影或接收阴影.
ENABLED number 物体投影并接收阴影.
CAST_ONLY number 物体只投影.
RECEIVE_ONLY number 对象只接收阴影.

constant SplitDirection : number

The direction to display a primitive or ImageryLayer relative to the Scene#splitPosition.
Properties:
Name Type Description
LEFT number Display the primitive or ImageryLayer to the left of the Scene#splitPosition.
NONE number 总是显示原始或 NT 0 .
RIGHT number Display the primitive or ImageryLayer to the right of the Scene#splitPosition.
See:

constant StencilFunction : number

确定用于比较速率测试的速率值的函数.
Properties:
Name Type Description
NEVER number 质谱测试从未通过.
LESS number 当遮盖的参考值低于遮盖的刻度值时,刻度测试通过.
EQUAL number 当蒙面参考值与蒙面参考值相等时,天花板测试通过.
LESS_OR_EQUAL number 当遮盖的参考值小于或等于遮盖的刻度值时,刻度测试通过.
GREATER number 当遮盖的参考值大于遮盖的stencil值时,stencil测试通过.
NOT_EQUAL number 当遮盖的参考值不等于遮盖的stencil值时,stencil测试通过.
GREATER_OR_EQUAL number 当遮盖的参考值大于或等于遮盖的刻度值时,刻度测试通过.
ALWAYS number 质谱测试总是通过.

constant StencilOperation : number

确定根据速率测试结果采取的行动.
Properties:
Name Type Description
ZERO number 将速率缓冲值设置为零.
KEEP number 不改变刻度缓冲.
REPLACE number 以引用值取代stencil缓冲值.
INCREMENT number 增加速率缓冲值, 夹到未签名字节 .
DECREMENT number 降低速率缓冲值, 夹到零 .
INVERT number 按位反转已有的速率缓冲值.
INCREMENT_WRAP number 增加速率缓冲值,超过未签名字节范围时将覆盖到零.
DECREMENT_WRAP number 降低速率缓冲值, 将缩入最大无符号字节, 而不是低于零 .

constant StorageType : string

共变信息的存储类型. This reflects the `gltfGpmLocal.storageType` definition of the NGA_gpm_local glTF extension.
Properties:
Name Type Description
Direct string 存储锚点的全部误差共变, 包括交叉共变术语
Indirect string 每个锚点都存储一个完整的共变矩阵. 然而,在这种情况下 跨变量术语不直接存储,但可以用一组空间来计算 存储在元数据的关联函数参数 .
Experimental

This feature is not final and is subject to change without Cesium's standard deprecation policy.

constant StripeOrientation : number

Defined the orientation of stripes in StripeMaterialProperty.
Properties:
Name Type Description
HORIZONTAL number Horizontal orientation.
VERTICAL number Vertical orientation.

constant SVG_MAX_SIZE_PX

任意限制分配的 NT 0 大小,以像素表示. Raster图像使用图像分辨率.

constant TextureMagnificationFilter : number

Enumerates all possible filters used when magnifying WebGL textures.
Properties:
Name Type Description
NEAREST number 通过返回最接近的像素来样本纹理.
LINEAR number 通过四近像素的双线插值来标注纹理. 这产生比 NT 0 NEAREST NT 1 过滤更平滑的结果.
See:

constant TextureMinificationFilter : number

Enumerates all possible filters used when minifying WebGL textures.
Properties:
Name Type Description
NEAREST number 通过返回最接近的像素来样本纹理.
LINEAR number 通过四近像素的双线插值来标注纹理. 这产生比 NT 0 NEAREST NT 1 过滤更平滑的结果.
NEAREST_MIPMAP_NEAREST number 选择最接近的 mip 级别,并在该级别内应用最近的采样.

需要纹理有缩影 。 mip级别由纹理的视图角度和屏幕-空间大小选择.

LINEAR_MIPMAP_NEAREST number 选择最近的 mip 级别,并在该级别内应用线性采样.

需要纹理有缩影 。 mip级别由纹理的视图角度和屏幕-空间大小选择.

NEAREST_MIPMAP_LINEAR number 读取纹理值,从两个相邻的米普水平进行最近的采样,并线性地插入结果.

这个选项在从凹陷的纹理取样时提供了良好的视觉质量和速度平衡.

需要纹理有缩影 。 mip级别由纹理的视图角度和屏幕-空间大小选择.

LINEAR_MIPMAP_LINEAR number 从两个相邻的米普水平读取线性采样的纹理值,并线性地插入结果.

这个选项在从凹陷的纹理取样时提供了良好的视觉质量和速度平衡.

需要纹理有缩影 。 mip级别由纹理的视图角度和屏幕-空间大小选择.

See:

constant TILE_SIZE

为给定的经度、纬度和瓦片级别创建空间散列键. 精度根据瓦片级别和范围进行调整,以达到更高水平的精度. This function calculates the spatial hash key by first determining the precision at the given tile for the current maximum screenspace error (MAX_ERROR_PX), 然后将经度和纬度四舍五入到精确度,以保持一致. 计算水平精度的步骤如下: 1. 计算特定水平的分辨率(每像素计): level_resolution_m = (2 * PI * RADIUS) / (2^level * TILE_SIZE) 2. 计算目标精度,以米计: level_precision_m = level_resolution_m * MAX_ERROR_PX 3. 将目标精确度计算为弧度: level_precision_rad = level_precision_m / BODY_RADIUS 这简化为: level_precision_rad = (2 * PI * MAX_ERROR_PX) / (2^level * TILE_SIZE) 也可以写成: level_precision_rad = (PI * MAX_ERROR_PX) / (2^(level-1) * TILE_SIZE) 计算出的电位 精度 rad然后用于绕过输入经度和纬度, 确保在同一空间箱内的位置产生相同的散列键. 下面的常数是计算一次的,因为这些常数是固定在给定配置上的.

constant TimeStandard : number

Provides the type of time standards which JulianDate can take as input.
Properties:
Name Type Description
UTC number 代表协调世界时( UTC )时间标准. UTC is related to TAI according to the relationship UTC = TAI - deltaT where deltaT is the number of leap 秒,在 NT 0 中被引入.
TAI number 代表国际原子时间( TAI )时间标准. TAI 是其他时间标准相关的主要时间标准.
See:

constant Tonemapper : string

高动态范围渲染时的调色图算法.
Properties:
Name Type Description
REINHARD string 用莱因哈德调音图.
MODIFIED_REINHARD string 使用修改后的 Reinhard 调色图 .
FILMIC string 使用电影调色图.
ACES string 使用 NT 0 调制.
PBR_NEUTRAL string Use the PBR Neutral tonemapping from Khronos.

constant TrackingReferenceFrame : number

用于确定众所周知的追踪参照基准的常数.
Properties:
Name Type Description
AUTODETECT number 自动检测算法. 用于追踪 NT 0 的参考框架 根据其轨迹自动选择:近地缓慢移动 将在实体的东-北参考文献中跟踪物体 框架,而像卫星这样的更快的物体将使用 VVLH (速度, Local Horizontal).
ENU number 实体地方"东西南北"参考框架.
INERTIAL number 实体惯性参考框架. 如果实体没有确定的方向 属性,它回到自动检测算法.
VELOCITY number 实体的惯性参考框架,其方向固定在 VelocityOrientationProperty ,忽略自己的导向.

constant UniformType : string

基本 NT 0 统一型号的 en. 这些可用于: CustomShader 宣布用户定义的制服.
Properties:
Name Type Description
FLOAT string 单一浮点值.
VEC2 string 2 浮点值的矢量 .
VEC3 string 3 个浮点值的矢量 .
VEC4 string 4 个浮点值的矢量 .
INT string 单个整数
INT_VEC2 string 2 整数的矢量.
INT_VEC3 string 3 整数的矢量 .
INT_VEC4 string 4 整数的矢量.
BOOL string 一个布尔值.
BOOL_VEC2 string 2布尔值的矢量 .
BOOL_VEC3 string 3布尔值的矢量 .
BOOL_VEC4 string 4布尔值的矢量 .
MAT2 string 浮点值的2x2矩阵.
MAT3 string 浮点值的3x3矩阵.
MAT4 string 浮点值的4x4矩阵.
SAMPLER_2D string 2D样本纹理.
SAMPLER_CUBE string
Experimental

This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.

constant VaryingType : string

An enum for the GLSL varying types. These can be used for declaring varyings in CustomShader
Properties:
Name Type Description
FLOAT string 单一浮点值.
VEC2 string 2 浮点值的矢量 .
VEC3 string 3 个浮点值的矢量 .
VEC4 string 4 个浮点值的矢量 .
MAT2 string 浮点值的2x2矩阵.
MAT3 string 浮点值的3x3矩阵.
MAT4 string 浮点值的4x4矩阵.
Experimental

This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.

constant VerticalOrigin : number

相对对象的原产地的垂直位置, e.g ., a Billboard or Label. For example, setting the vertical origin to TOP or BOTTOM will display a billboard above or below (in screen space) 锚的位置.


Properties:
Name Type Description
CENTER number 该起源位于 NT 0 BASELINE NT 1 至 NT 2 TOP NT 3 之间的垂直中心.
BOTTOM number 来源位于对象底部.
BASELINE number 如果对象含有文字,则来源于文字的基线,否则来源于对象的底部.
TOP number 原产地位于物体顶部.
See:

constant Visibility : number

这一列举类型用于确定一个物体、占卜、, 在地平线上可见。 同居者可以完全封锁同居者,在这种情况下 它没有能见度,可以部分地阻止一个占卜者观看,或者完全不能阻止它观看, 导致完全可见.
Properties:
Name Type Description
NONE number 表示一个物体的任何部分都不可见.
PARTIAL number 代表物体的该部分,但不是全部,可见
FULL number 表示一个物体整体可见.

constant VoxelShapeType : string

阴道形状的圆柱形. 形状控制着Voxel网格如何映射到3D空间.
Properties:
Name Type Description
BOX string 一个盒子形状.
ELLIPSOID string 椭圆形.
CYLINDER string 圆柱形.
Experimental

This feature is not final and is subject to change without Cesium's standard deprecation policy.

constant WebGLConstants : number

Enum containing WebGL Constant values by name. 用于没有活动 NT%0 上下文的用途,或者在无法使用 NT%1 上下文的某些常数的情况下 (For example, in Safari 9). These match the constants from the WebGL 1.0 and WebGL 2.0 specifications.
Properties:
Name Type Description
DEPTH_BUFFER_BIT number
STENCIL_BUFFER_BIT number
COLOR_BUFFER_BIT number
POINTS number
LINES number
LINE_LOOP number
LINE_STRIP number
TRIANGLES number
TRIANGLE_STRIP number
TRIANGLE_FAN number
ZERO number
ONE number
SRC_COLOR number
ONE_MINUS_SRC_COLOR number
SRC_ALPHA number
ONE_MINUS_SRC_ALPHA number
DST_ALPHA number
ONE_MINUS_DST_ALPHA number
DST_COLOR number
ONE_MINUS_DST_COLOR number
SRC_ALPHA_SATURATE number
FUNC_ADD number
BLEND_EQUATION number
BLEND_EQUATION_RGB number
BLEND_EQUATION_ALPHA number
FUNC_SUBTRACT number
FUNC_REVERSE_SUBTRACT number
BLEND_DST_RGB number
BLEND_SRC_RGB number
BLEND_DST_ALPHA number
BLEND_SRC_ALPHA number
CONSTANT_COLOR number
ONE_MINUS_CONSTANT_COLOR number
CONSTANT_ALPHA number
ONE_MINUS_CONSTANT_ALPHA number
BLEND_COLOR number
ARRAY_BUFFER number
ELEMENT_ARRAY_BUFFER number
ARRAY_BUFFER_BINDING number
ELEMENT_ARRAY_BUFFER_BINDING number
STREAM_DRAW number
STATIC_DRAW number
DYNAMIC_DRAW number
BUFFER_SIZE number
BUFFER_USAGE number
CURRENT_VERTEX_ATTRIB number
FRONT number
BACK number
FRONT_AND_BACK number
CULL_FACE number
BLEND number
DITHER number
STENCIL_TEST number
DEPTH_TEST number
SCISSOR_TEST number
POLYGON_OFFSET_FILL number
SAMPLE_ALPHA_TO_COVERAGE number
SAMPLE_COVERAGE number
NO_ERROR number
INVALID_ENUM number
INVALID_VALUE number
INVALID_OPERATION number
OUT_OF_MEMORY number
CW number
CCW number
LINE_WIDTH number
ALIASED_POINT_SIZE_RANGE number
ALIASED_LINE_WIDTH_RANGE number
CULL_FACE_MODE number
FRONT_FACE number
DEPTH_RANGE number
DEPTH_WRITEMASK number
DEPTH_CLEAR_VALUE number
DEPTH_FUNC number
STENCIL_CLEAR_VALUE number
STENCIL_FUNC number
STENCIL_FAIL number
STENCIL_PASS_DEPTH_FAIL number
STENCIL_PASS_DEPTH_PASS number
STENCIL_REF number
STENCIL_VALUE_MASK number
STENCIL_WRITEMASK number
STENCIL_BACK_FUNC number
STENCIL_BACK_FAIL number
STENCIL_BACK_PASS_DEPTH_FAIL number
STENCIL_BACK_PASS_DEPTH_PASS number
STENCIL_BACK_REF number
STENCIL_BACK_VALUE_MASK number
STENCIL_BACK_WRITEMASK number
VIEWPORT number
SCISSOR_BOX number
COLOR_CLEAR_VALUE number
COLOR_WRITEMASK number
UNPACK_ALIGNMENT number
PACK_ALIGNMENT number
MAX_TEXTURE_SIZE number
MAX_VIEWPORT_DIMS number
SUBPIXEL_BITS number
RED_BITS number
GREEN_BITS number
BLUE_BITS number
ALPHA_BITS number
DEPTH_BITS number
STENCIL_BITS number
POLYGON_OFFSET_UNITS number
POLYGON_OFFSET_FACTOR number
TEXTURE_BINDING_2D number
SAMPLE_BUFFERS number
SAMPLES number
SAMPLE_COVERAGE_VALUE number
SAMPLE_COVERAGE_INVERT number
COMPRESSED_TEXTURE_FORMATS number
DONT_CARE number
FASTEST number
NICEST number
GENERATE_MIPMAP_HINT number
BYTE number
UNSIGNED_BYTE number
SHORT number
UNSIGNED_SHORT number
INT number
UNSIGNED_INT number
FLOAT number
DEPTH_COMPONENT number
ALPHA number
RGB number
RGBA number
LUMINANCE number
LUMINANCE_ALPHA number
UNSIGNED_SHORT_4_4_4_4 number
UNSIGNED_SHORT_5_5_5_1 number
UNSIGNED_SHORT_5_6_5 number
FRAGMENT_SHADER number
VERTEX_SHADER number
MAX_VERTEX_ATTRIBS number
MAX_VERTEX_UNIFORM_VECTORS number
MAX_VARYING_VECTORS number
MAX_COMBINED_TEXTURE_IMAGE_UNITS number
MAX_VERTEX_TEXTURE_IMAGE_UNITS number
MAX_TEXTURE_IMAGE_UNITS number
MAX_FRAGMENT_UNIFORM_VECTORS number
SHADER_TYPE number
DELETE_STATUS number
LINK_STATUS number
VALIDATE_STATUS number
ATTACHED_SHADERS number
ACTIVE_UNIFORMS number
ACTIVE_ATTRIBUTES number
SHADING_LANGUAGE_VERSION number
CURRENT_PROGRAM number
NEVER number
LESS number
EQUAL number
LEQUAL number
GREATER number
NOTEQUAL number
GEQUAL number
ALWAYS number
KEEP number
REPLACE number
INCR number
DECR number
INVERT number
INCR_WRAP number
DECR_WRAP number
VENDOR number
RENDERER number
VERSION number
NEAREST number
LINEAR number
NEAREST_MIPMAP_NEAREST number
LINEAR_MIPMAP_NEAREST number
NEAREST_MIPMAP_LINEAR number
LINEAR_MIPMAP_LINEAR number
TEXTURE_MAG_FILTER number
TEXTURE_MIN_FILTER number
TEXTURE_WRAP_S number
TEXTURE_WRAP_T number
TEXTURE_2D number
TEXTURE number
TEXTURE_CUBE_MAP number
TEXTURE_BINDING_CUBE_MAP number
TEXTURE_CUBE_MAP_POSITIVE_X number
TEXTURE_CUBE_MAP_NEGATIVE_X number
TEXTURE_CUBE_MAP_POSITIVE_Y number
TEXTURE_CUBE_MAP_NEGATIVE_Y number
TEXTURE_CUBE_MAP_POSITIVE_Z number
TEXTURE_CUBE_MAP_NEGATIVE_Z number
MAX_CUBE_MAP_TEXTURE_SIZE number
TEXTURE0 number
TEXTURE1 number
TEXTURE2 number
TEXTURE3 number
TEXTURE4 number
TEXTURE5 number
TEXTURE6 number
TEXTURE7 number
TEXTURE8 number
TEXTURE9 number
TEXTURE10 number
TEXTURE11 number
TEXTURE12 number
TEXTURE13 number
TEXTURE14 number
TEXTURE15 number
TEXTURE16 number
TEXTURE17 number
TEXTURE18 number
TEXTURE19 number
TEXTURE20 number
TEXTURE21 number
TEXTURE22 number
TEXTURE23 number
TEXTURE24 number
TEXTURE25 number
TEXTURE26 number
TEXTURE27 number
TEXTURE28 number
TEXTURE29 number
TEXTURE30 number
TEXTURE31 number
ACTIVE_TEXTURE number
REPEAT number
CLAMP_TO_EDGE number
MIRRORED_REPEAT number
FLOAT_VEC2 number
FLOAT_VEC3 number
FLOAT_VEC4 number
INT_VEC2 number
INT_VEC3 number
INT_VEC4 number
BOOL number
BOOL_VEC2 number
BOOL_VEC3 number
BOOL_VEC4 number
FLOAT_MAT2 number
FLOAT_MAT3 number
FLOAT_MAT4 number
SAMPLER_2D number
SAMPLER_CUBE number
VERTEX_ATTRIB_ARRAY_ENABLED number
VERTEX_ATTRIB_ARRAY_SIZE number
VERTEX_ATTRIB_ARRAY_STRIDE number
VERTEX_ATTRIB_ARRAY_TYPE number
VERTEX_ATTRIB_ARRAY_NORMALIZED number
VERTEX_ATTRIB_ARRAY_POINTER number
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING number
IMPLEMENTATION_COLOR_READ_TYPE number
IMPLEMENTATION_COLOR_READ_FORMAT number
COMPILE_STATUS number
LOW_FLOAT number
MEDIUM_FLOAT number
HIGH_FLOAT number
LOW_INT number
MEDIUM_INT number
HIGH_INT number
FRAMEBUFFER number
RENDERBUFFER number
RGBA4 number
RGB5_A1 number
RGB565 number
DEPTH_COMPONENT16 number
STENCIL_INDEX number
STENCIL_INDEX8 number
DEPTH_STENCIL number
RENDERBUFFER_WIDTH number
RENDERBUFFER_HEIGHT number
RENDERBUFFER_INTERNAL_FORMAT number
RENDERBUFFER_RED_SIZE number
RENDERBUFFER_GREEN_SIZE number
RENDERBUFFER_BLUE_SIZE number
RENDERBUFFER_ALPHA_SIZE number
RENDERBUFFER_DEPTH_SIZE number
RENDERBUFFER_STENCIL_SIZE number
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE number
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME number
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL number
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE number
COLOR_ATTACHMENT0 number
DEPTH_ATTACHMENT number
STENCIL_ATTACHMENT number
DEPTH_STENCIL_ATTACHMENT number
NONE number
FRAMEBUFFER_COMPLETE number
FRAMEBUFFER_INCOMPLETE_ATTACHMENT number
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT number
FRAMEBUFFER_INCOMPLETE_DIMENSIONS number
FRAMEBUFFER_UNSUPPORTED number
FRAMEBUFFER_BINDING number
RENDERBUFFER_BINDING number
MAX_RENDERBUFFER_SIZE number
INVALID_FRAMEBUFFER_OPERATION number
UNPACK_FLIP_Y_WEBGL number
UNPACK_PREMULTIPLY_ALPHA_WEBGL number
CONTEXT_LOST_WEBGL number
UNPACK_COLORSPACE_CONVERSION_WEBGL number
BROWSER_DEFAULT_WEBGL number
COMPRESSED_RGB_S3TC_DXT1_EXT number
COMPRESSED_RGBA_S3TC_DXT1_EXT number
COMPRESSED_RGBA_S3TC_DXT3_EXT number
COMPRESSED_RGBA_S3TC_DXT5_EXT number
COMPRESSED_RGB_PVRTC_4BPPV1_IMG number
COMPRESSED_RGB_PVRTC_2BPPV1_IMG number
COMPRESSED_RGBA_PVRTC_4BPPV1_IMG number
COMPRESSED_RGBA_PVRTC_2BPPV1_IMG number
COMPRESSED_RGBA_ASTC_4x4_WEBGL number
COMPRESSED_RGB_ETC1_WEBGL number
COMPRESSED_RGBA_BPTC_UNORM number
HALF_FLOAT_OES number
DOUBLE number
READ_BUFFER number
UNPACK_ROW_LENGTH number
UNPACK_SKIP_ROWS number
UNPACK_SKIP_PIXELS number
PACK_ROW_LENGTH number
PACK_SKIP_ROWS number
PACK_SKIP_PIXELS number
COLOR number
DEPTH number
STENCIL number
RED number
RGB8 number
RGBA8 number
RGB10_A2 number
TEXTURE_BINDING_3D number
UNPACK_SKIP_IMAGES number
UNPACK_IMAGE_HEIGHT number
TEXTURE_3D number
TEXTURE_WRAP_R number
MAX_3D_TEXTURE_SIZE number
UNSIGNED_INT_2_10_10_10_REV number
MAX_ELEMENTS_VERTICES number
MAX_ELEMENTS_INDICES number
TEXTURE_MIN_LOD number
TEXTURE_MAX_LOD number
TEXTURE_BASE_LEVEL number
TEXTURE_MAX_LEVEL number
MIN number
MAX number
DEPTH_COMPONENT24 number
MAX_TEXTURE_LOD_BIAS number
TEXTURE_COMPARE_MODE number
TEXTURE_COMPARE_FUNC number
CURRENT_QUERY number
QUERY_RESULT number
QUERY_RESULT_AVAILABLE number
STREAM_READ number
STREAM_COPY number
STATIC_READ number
STATIC_COPY number
DYNAMIC_READ number
DYNAMIC_COPY number
MAX_DRAW_BUFFERS number
DRAW_BUFFER0 number
DRAW_BUFFER1 number
DRAW_BUFFER2 number
DRAW_BUFFER3 number
DRAW_BUFFER4 number
DRAW_BUFFER5 number
DRAW_BUFFER6 number
DRAW_BUFFER7 number
DRAW_BUFFER8 number
DRAW_BUFFER9 number
DRAW_BUFFER10 number
DRAW_BUFFER11 number
DRAW_BUFFER12 number
DRAW_BUFFER13 number
DRAW_BUFFER14 number
DRAW_BUFFER15 number
MAX_FRAGMENT_UNIFORM_COMPONENTS number
MAX_VERTEX_UNIFORM_COMPONENTS number
SAMPLER_3D number
SAMPLER_2D_SHADOW number
FRAGMENT_SHADER_DERIVATIVE_HINT number
PIXEL_PACK_BUFFER number
PIXEL_UNPACK_BUFFER number
PIXEL_PACK_BUFFER_BINDING number
PIXEL_UNPACK_BUFFER_BINDING number
FLOAT_MAT2x3 number
FLOAT_MAT2x4 number
FLOAT_MAT3x2 number
FLOAT_MAT3x4 number
FLOAT_MAT4x2 number
FLOAT_MAT4x3 number
SRGB number
SRGB8 number
SRGB8_ALPHA8 number
COMPARE_REF_TO_TEXTURE number
RGBA32F number
RGB32F number
RGBA16F number
RGB16F number
VERTEX_ATTRIB_ARRAY_INTEGER number
MAX_ARRAY_TEXTURE_LAYERS number
MIN_PROGRAM_TEXEL_OFFSET number
MAX_PROGRAM_TEXEL_OFFSET number
MAX_VARYING_COMPONENTS number
TEXTURE_2D_ARRAY number
TEXTURE_BINDING_2D_ARRAY number
R11F_G11F_B10F number
UNSIGNED_INT_10F_11F_11F_REV number
RGB9_E5 number
UNSIGNED_INT_5_9_9_9_REV number
TRANSFORM_FEEDBACK_BUFFER_MODE number
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS number
TRANSFORM_FEEDBACK_VARYINGS number
TRANSFORM_FEEDBACK_BUFFER_START number
TRANSFORM_FEEDBACK_BUFFER_SIZE number
TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN number
RASTERIZER_DISCARD number
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS number
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS number
INTERLEAVED_ATTRIBS number
SEPARATE_ATTRIBS number
TRANSFORM_FEEDBACK_BUFFER number
TRANSFORM_FEEDBACK_BUFFER_BINDING number
RGBA32UI number
RGB32UI number
RGBA16UI number
RGB16UI number
RGBA8UI number
RGB8UI number
RGBA32I number
RGB32I number
RGBA16I number
RGB16I number
RGBA8I number
RGB8I number
RED_INTEGER number
RGB_INTEGER number
RGBA_INTEGER number
SAMPLER_2D_ARRAY number
SAMPLER_2D_ARRAY_SHADOW number
SAMPLER_CUBE_SHADOW number
UNSIGNED_INT_VEC2 number
UNSIGNED_INT_VEC3 number
UNSIGNED_INT_VEC4 number
INT_SAMPLER_2D number
INT_SAMPLER_3D number
INT_SAMPLER_CUBE number
INT_SAMPLER_2D_ARRAY number
UNSIGNED_INT_SAMPLER_2D number
UNSIGNED_INT_SAMPLER_3D number
UNSIGNED_INT_SAMPLER_CUBE number
UNSIGNED_INT_SAMPLER_2D_ARRAY number
DEPTH_COMPONENT32F number
DEPTH32F_STENCIL8 number
FLOAT_32_UNSIGNED_INT_24_8_REV number
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING number
FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE number
FRAMEBUFFER_ATTACHMENT_RED_SIZE number
FRAMEBUFFER_ATTACHMENT_GREEN_SIZE number
FRAMEBUFFER_ATTACHMENT_BLUE_SIZE number
FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE number
FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE number
FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE number
FRAMEBUFFER_DEFAULT number
UNSIGNED_INT_24_8 number
DEPTH24_STENCIL8 number
UNSIGNED_NORMALIZED number
DRAW_FRAMEBUFFER_BINDING number
READ_FRAMEBUFFER number
DRAW_FRAMEBUFFER number
READ_FRAMEBUFFER_BINDING number
RENDERBUFFER_SAMPLES number
FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER number
MAX_COLOR_ATTACHMENTS number
COLOR_ATTACHMENT1 number
COLOR_ATTACHMENT2 number
COLOR_ATTACHMENT3 number
COLOR_ATTACHMENT4 number
COLOR_ATTACHMENT5 number
COLOR_ATTACHMENT6 number
COLOR_ATTACHMENT7 number
COLOR_ATTACHMENT8 number
COLOR_ATTACHMENT9 number
COLOR_ATTACHMENT10 number
COLOR_ATTACHMENT11 number
COLOR_ATTACHMENT12 number
COLOR_ATTACHMENT13 number
COLOR_ATTACHMENT14 number
COLOR_ATTACHMENT15 number
FRAMEBUFFER_INCOMPLETE_MULTISAMPLE number
MAX_SAMPLES number
HALF_FLOAT number
RG number
RG_INTEGER number
R8 number
RG8 number
R16F number
R32F number
RG16F number
RG32F number
R8I number
R8UI number
R16I number
R16UI number
R32I number
R32UI number
RG8I number
RG8UI number
RG16I number
RG16UI number
RG32I number
RG32UI number
VERTEX_ARRAY_BINDING number
R8_SNORM number
RG8_SNORM number
RGB8_SNORM number
RGBA8_SNORM number
SIGNED_NORMALIZED number
COPY_READ_BUFFER number
COPY_WRITE_BUFFER number
COPY_READ_BUFFER_BINDING number
COPY_WRITE_BUFFER_BINDING number
UNIFORM_BUFFER number
UNIFORM_BUFFER_BINDING number
UNIFORM_BUFFER_START number
UNIFORM_BUFFER_SIZE number
MAX_VERTEX_UNIFORM_BLOCKS number
MAX_FRAGMENT_UNIFORM_BLOCKS number
MAX_COMBINED_UNIFORM_BLOCKS number
MAX_UNIFORM_BUFFER_BINDINGS number
MAX_UNIFORM_BLOCK_SIZE number
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS number
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS number
UNIFORM_BUFFER_OFFSET_ALIGNMENT number
ACTIVE_UNIFORM_BLOCKS number
UNIFORM_TYPE number
UNIFORM_SIZE number
UNIFORM_BLOCK_INDEX number
UNIFORM_OFFSET number
UNIFORM_ARRAY_STRIDE number
UNIFORM_MATRIX_STRIDE number
UNIFORM_IS_ROW_MAJOR number
UNIFORM_BLOCK_BINDING number
UNIFORM_BLOCK_DATA_SIZE number
UNIFORM_BLOCK_ACTIVE_UNIFORMS number
UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES number
UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER number
UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER number
INVALID_INDEX number
MAX_VERTEX_OUTPUT_COMPONENTS number
MAX_FRAGMENT_INPUT_COMPONENTS number
MAX_SERVER_WAIT_TIMEOUT number
OBJECT_TYPE number
SYNC_CONDITION number
SYNC_STATUS number
SYNC_FLAGS number
SYNC_FENCE number
SYNC_GPU_COMMANDS_COMPLETE number
UNSIGNALED number
SIGNALED number
ALREADY_SIGNALED number
TIMEOUT_EXPIRED number
CONDITION_SATISFIED number
WAIT_FAILED number
SYNC_FLUSH_COMMANDS_BIT number
VERTEX_ATTRIB_ARRAY_DIVISOR number
ANY_SAMPLES_PASSED number
ANY_SAMPLES_PASSED_CONSERVATIVE number
SAMPLER_BINDING number
RGB10_A2UI number
INT_2_10_10_10_REV number
TRANSFORM_FEEDBACK number
TRANSFORM_FEEDBACK_PAUSED number
TRANSFORM_FEEDBACK_ACTIVE number
TRANSFORM_FEEDBACK_BINDING number
COMPRESSED_R11_EAC number
COMPRESSED_SIGNED_R11_EAC number
COMPRESSED_RG11_EAC number
COMPRESSED_SIGNED_RG11_EAC number
COMPRESSED_RGB8_ETC2 number
COMPRESSED_SRGB8_ETC2 number
COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 number
COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 number
COMPRESSED_RGBA8_ETC2_EAC number
COMPRESSED_SRGB8_ALPHA8_ETC2_EAC number
TEXTURE_IMMUTABLE_FORMAT number
MAX_ELEMENT_INDEX number
TEXTURE_IMMUTABLE_LEVELS number
MAX_TEXTURE_MAX_ANISOTROPY_EXT number

constant WindingOrder : number

风向顺序定义了三角形被视为前向的顶点顺序.
Properties:
Name Type Description
CLOCKWISE number 温度是顺时针顺序的.
COUNTER_CLOCKWISE number Vertices是逆时针顺序.

Methods

addDrillPickedResults(pickedResults, limit, results, pickedPrimitives, pickedAttributes, pickedFeatures)boolean

Name Type Description
pickedResults Array.<object> 调用结果
limit number 如果供应,在收集了这么多采样后,停止钻探.
results Array.<object>
pickedPrimitives Array.<object>
pickedAttributes Array.<object>
pickedFeatures Array.<object>
Returns:
选择是否应该结束

barycentricCoordinates(point, p0, p1, p2, result)Cartesian3|undefined

在三角形上计算一个点的巴向中心坐标.
Name Type Description
point Cartesian2 | Cartesian3 试问之分.
p0 Cartesian2 | Cartesian3 三角形的第一点,对应巴音中心x轴.
p1 Cartesian2 | Cartesian3 三角形的第二点,对应巴向心Y轴.
p2 Cartesian2 | Cartesian3 三角形的第三点,对应巴以心的z轴.
result Cartesian3 optional 存储结果的对象 .
Returns:
未提供修改的结果参数或新的 NT% 0 实例 。 如果三角形退化, 函数将返回未定义 .
Example:
// Returns Cartesian3.UNIT_X
const p = new Cesium.Cartesian3(-1.0, 0.0, 0.0);
const b = Cesium.barycentricCoordinates(p,
  new Cesium.Cartesian3(-1.0, 0.0, 0.0),
  new Cesium.Cartesian3( 1.0, 0.0, 0.0),
  new Cesium.Cartesian3( 0.0, 1.0, 1.0));

binarySearch(array, itemToFind, comparator)number

在排序数组中查找项目.
Name Type Description
array Array | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array | Float64Array 要搜索的排序数组 .
itemToFind * 在数组中查找的项目 .
comparator binarySearchComparator 用于比较项目和 矩阵中的元素.
Returns:
The index of itemToFind in the array, if it exists. If itemToFind does not exist, the return value is a negative number which is the bitwise complement (~) 索引中插入项目 ToFind,以保持 排列数组的顺序.
Example:
// Create a comparator function to search through an array of numbers.
function comparator(a, b) {
    return a - b;
};
const numbers = [0, 2, 4, 6, 8];
const index = Cesium.binarySearch(numbers, 6, comparator); // 3

buildModuleUrl(relativeUrl)string

由于在 Cesium 基数 URL 下有一个相对的 URL ,返回绝对 URL .
Name Type Description
relativeUrl string 相对之道.
Returns:
The absolutely URL representation of the provided path.
Example:
const viewer = new Cesium.Viewer("cesiumContainer", {
  baseLayer: Cesium.ImageryLayer.fromProviderAsync(
    Cesium.TileMapServiceImageryProvider.fromUrl(
      Cesium.buildModuleUrl("Assets/Textures/NaturalEarthII"),
    )),
  baseLayerPicker: false,
});

clone(object, deep)object

克隆一个对象,返回包含相同属性的新对象.
Name Type Default Description
object object 克隆对象 .
deep boolean false optional If true, all properties will be deep cloned recursively.
Returns:
克隆对象.

combine(object1, object2, deep)object

合并两个对象,将其属性复制到新的合并对象。 当两个物体都是一样的 属性,使用第一个对象上的财产值。 如果任意一个对象没有定义, 它将被当成一个空物体.
Name Type Default Description
object1 object optional The first object to merge.
object2 object optional The second object to merge.
deep boolean false optional Perform a recursive merge.
Returns:
The combined object containing all properties from both objects.
Example:
const object1 = {
    propOne : 1,
    propTwo : {
        value1 : 10
    }
}
const object2 = {
    propTwo : 2
}
const final = Cesium.combine(object1, object2);

// final === {
//     propOne : 1,
//     propTwo : {
//         value1 : 10
//     }
// }

computePickingDrawingBufferRectangle(drawingBufferHeight, position, width, height, result)BoundingRectangle

计算描述绘图缓冲部分的矩形 和选手有关.
Name Type Description
drawingBufferHeight number 绘图缓冲器的高度
position Cartesian2 绘图缓冲器内的位置
width number | undefined 长方形的宽度,假定为 是一个奇数整数, 默认数 : 3. 0
height number | undefined 长方形的高度. 如果未说明, 高度将默认为 NT 0 width NT 1
result BoundingRectangle 结果矩形
Returns:
结果矩形

copyArrayCartesian3(input)Array.<Cartesian3>|undefined

返回给定数组的深层副本. 如果输入未定义,则返回 NT 0 undefine NT 1 . 否则,结果将是给定数组的副本,其中 each element is copied with Cartesian3.clone.
Name Type Description
input Array.<Cartesian3> | undefined 输入数组
Returns:
The copy

createAABBForNode(x, y, level)AxisAlignedBoundingBox

在给定的树间坐标和级别上为四棵树节点创建轴对齐的边框. This AABB is in the tree's local space (where the root node of the tree is a unit cube in its own local space).
Name Type Description
x number 节点的x坐标.
y number 节点的y坐标.
level number 节点的级别.
Returns:
用于节点的轴对齐边框 .

createAnchorPointDirect(anchorPointDirectJson)AnchorPointDirect

Creates an `AnchorPointDirect` from the given JSON representation
Name Type Description
anchorPointDirectJson object 输入 NT 0
Returns:
直接锚点

createAnchorPointIndirect(anchorPointIndirectJson)AnchorPointIndirect

Creates an `AnchorPointIndirect` from the given JSON representation
Name Type Description
anchorPointIndirectJson object 输入 NT 0
Returns:
间接锚点

createCommand(func, canExecute)

从给定函数创建命令, 用于 ViewModels . 一个命令是一个函数,带有一个额外的 NT 0 canExecute NT 1 用于确定可观测属性 命令是否可以执行。 执行时,命令函数将检查 值为 NT 0 canExecution NT 1 ,如果是虚假,则掷出. 它还规定了何时 命令已经执行或即将执行.
Name Type Default Description
func function 要执行的功能 .
canExecute boolean true optional A boolean indicating whether the function can currently be executed.

createCorrelationGroup(correlationGroupJson)CorrelationGroup

Creates a `CorrelationGroup` from the given JSON representation
Name Type Description
correlationGroupJson object 输入 NT 0
Returns:
关联组

createCovarianceMatrixFromUpperTriangle(array)Matrix3

Creates a Matrix3 that describes a covariance matrix (which is 对称),来自包含上三角形的阵列,单位 column-major order.
Name Type Description
array Array.<number> 输入数组
Returns:
The Matrix3

createElevationBandMaterial(options)Material

Creates a Material that combines multiple layers of color/gradient bands and maps them to terrain heights. 阴影器对所有高地进行二进制搜索,以找出在某一高地之上和以下的颜色 在它们之间插入最后的颜色。 这些材料以相对便宜的方式支持了数百个条目.
Name Type Description
options object 下列属性的对象 :
Name Type Description
scene Scene 视觉的场景.
layers Array.<createElevationBandMaterialBand> 从最低优先级到最高优先级的乐队列表.
Returns:
A new Material instance.
Example:
scene.globe.material = Cesium.createElevationBandMaterial({
    scene : scene,
    layers : [{
        entries : [{
            height : 4200.0,
            color : new Cesium.Color(0.0, 0.0, 0.0, 1.0)
        }, {
            height : 8848.0,
            color : new Cesium.Color(1.0, 1.0, 1.0, 1.0)
        }],
        extendDownwards : true,
        extendUpwards : true,
    }, {
        entries : [{
            height : 7000.0,
            color : new Cesium.Color(1.0, 0.0, 0.0, 0.5)
        }, {
            height : 7100.0,
            color : new Cesium.Color(1.0, 0.0, 0.0, 0.5)
        }]
    }]
});
Demo:

async createGooglePhotorealistic3DTileset(apiOptions, tilesetOptions)Promise.<Cesium3DTileset>

Creates a Cesium3DTileset instance for the Google Photorealistic 3D Tiles tileset. Google照片现实主义3D Tiles只能使用Google地理编码器. 改为 确认您知道这个限制出入证 `usingOnlyWithGoogleGeocoder: true` 到 pi 选项 。 否则就一次 警告将在调用此函数时显示.
Name Type Description
apiOptions object optional
Name Type Default Description
key string GoogleMaps.defaultApiKey optional Your API key to access Google Photorealistic 3D Tiles. See https://developers.google.com/maps/documentation/javascript/get-api-key for instructions on how to create your own key.
onlyUsingWithGoogleGeocoder true optional 确认此瓷砖仅与Google地理编码器使用.
tilesetOptions Cesium3DTileset.ConstructorOptions optional 一个描述初始化选项的对象 .
Returns:
Examples:
const viewer = new Cesium.Viewer("cesiumContainer", {
  geocoder: Cesium.IonGeocodeProviderType.GOOGLE
});

try {
  const tileset = await Cesium.createGooglePhotorealistic3DTileset({
     onlyUsingWithGoogleGeocoder: true,
  });
  viewer.scene.primitives.add(tileset));
} catch (error) {
  console.log(`Error creating tileset: ${error}`);
}
// Use your own Google Maps API key
Cesium.GoogleMaps.defaultApiKey = "your-api-key";

const viewer = new Cesium.Viewer("cesiumContainer". {
  geocoder: Cesium.IonGeocodeProviderType.GOOGLE
});

try {
  const tileset = await Cesium.createGooglePhotorealistic3DTileset({
     onlyUsingWithGoogleGeocoder: true,
  });
  viewer.scene.primitives.add(tileset));
} catch (error) {
  console.log(`Error creating tileset: ${error}`);
}
See:

createGuid()string

Creates a Globally unique identifier (GUID) string. A GUID is 128 bits long, and can guarantee uniqueness across space and time.
Returns:
Example:
this.guid = Cesium.createGuid();
See:

async createOsmBuildingsAsync(options)Promise.<Cesium3DTileset>

Creates a Cesium3DTileset instance for the Cesium OSM Buildings tileset.
Name Type Description
options object optional Construction options. Any options allowed by the Cesium3DTileset constructor 可在此处注明。 除此以外,还支持以下属性:
Name Type Default Description
defaultColor Color Color.WHITE optional The default color to use for buildings that do not have a color. This parameter is ignored if options.style is specified.
style Cesium3DTileStyle optional 与瓷砖一起使用的样式 。 如果没有 指定,将使用默认样式,使每个建筑物或建筑部分成为 颜色从它的 OpenStreetMap 中推断出来 。 如果无法推断出颜色, ——NT+Q+2 使用.
enableShowOutline boolean true optional If true, enable rendering outlines. This can be set to false to avoid the additional processing of geometry at load time.
showOutline boolean true optional Whether to show outlines around buildings. When true, 显示大纲。 当错误时, 大纲不显示 .
Returns:
Examples:
// Create Cesium OSM Buildings with default styling
const viewer = new Cesium.Viewer("cesiumContainer");
try {
  const tileset = await Cesium.createOsmBuildingsAsync();
  viewer.scene.primitives.add(tileset));
} catch (error) {
  console.log(`Error creating tileset: ${error}`);
}
// Create Cesium OSM Buildings with a custom style highlighting
// schools and hospitals.
const viewer = new Cesium.Viewer("cesiumContainer");
try {
  const tileset = await Cesium.createOsmBuildingsAsync({
    style: new Cesium.Cesium3DTileStyle({
      color: {
        conditions: [
          ["${feature['building']} === 'hospital'", "color('#0000FF')"],
          ["${feature['building']} === 'school'", "color('#00FF00')"],
          [true, "color('#ffffff')"]
        ]
      }
    })
  });
  viewer.scene.primitives.add(tileset));
} catch (error) {
  console.log(`Error creating tileset: ${error}`);
}
See:

createTangentSpaceDebugPrimitive(options)Primitive

Creates a Primitive to visualize well-known vector vertex attributes: normal, tangent, and bitangent. Normal 红色; 正切色为绿色; 咬痕色为蓝色。 如果一个属性不是 现在,它没有绘制.
Name Type Description
options object 下列属性的对象 :
Name Type Default Description
geometry Geometry 带有属性的 NT#0 Geometry NT#1 例.
length number 10000.0 optional The length of each line segment in meters. This can be negative to point the vector in the opposite direction.
modelMatrix Matrix4 Matrix4.IDENTITY optional The model matrix that transforms to transform the geometry from model to world coordinates.
Returns:
A new Primitive instance with geometry for the vectors.
Example:
scene.primitives.add(Cesium.createTangentSpaceDebugPrimitive({
   geometry : instance.geometry,
   length : 100000.0,
   modelMatrix : instance.modelMatrix
}));

createWorldBathymetryAsync(options)Promise.<CesiumTerrainProvider>

Creates a CesiumTerrainProvider instance for the Cesium World Bathymetry.
Name Type Description
options object optional 下列属性的对象 :
Name Type Default Description
requestVertexNormals boolean false optional Flag that indicates if the client should request additional lighting information from the server if available.
Returns:
向创造的CesiumTrain 提供商承诺
Examples:
// Create Cesium World Bathymetry with default settings
try {
  const viewer = new Cesium.Viewer("cesiumContainer", {
    terrainProvider: await Cesium.createWorldBathymetryAsync();
  });
} catch (error) {
  console.log(error);
}
// Create Cesium World Bathymetry with normals.
try {
  const viewer1 = new Cesium.Viewer("cesiumContainer", {
    terrainProvider: await Cesium.createWorldBathymetryAsync({
      requestVertexNormals: true
    });
  });
} catch (error) {
  console.log(error);
}
See:

createWorldImageryAsync(options)Promise.<IonImageryProvider>

为离子默认的全局底图层创建一个 IonImageryProvider 例,目前为 Bing Maps.
Name Type Description
options object optional 下列属性的对象 :
Name Type Default Description
style IonWorldImageryStyle IonWorldImageryStyle optional The style of base imagery, only AERIAL, AERIAL_WITH_LABELS, and ROAD are currently supported.
Returns:
Examples:
// Create a Cesium World Imagery base layer with default settings
try {
  const imageryProvider = await Cesium.createWorldImageryAsync();
} catch (error) {
  console.log(`There was an error creating world imagery: ${error}`);
}
// Create Cesium World Imagery with different style
try {
  const imageryProvider = await Cesium.createWorldImageryAsync({
        style: Cesium.IonWorldImageryStyle.AERIAL_WITH_LABELS
  });
} catch (error) {
  console.log(`There was an error creating world imagery: ${error}`);
}
See:

createWorldTerrainAsync(options)Promise.<CesiumTerrainProvider>

Creates a CesiumTerrainProvider instance for the Cesium World Terrain.
Name Type Description
options object optional 下列属性的对象 :
Name Type Default Description
requestVertexNormals boolean false optional Flag that indicates if the client should request additional lighting information from the server if available.
requestWaterMask boolean false optional Flag that indicates if the client should request per tile water masks from the server if available.
Returns:
向创造的CesiumTrain 提供商承诺
Examples:
// Create Cesium World Terrain with default settings
try {
  const viewer = new Cesium.Viewer("cesiumContainer", {
    terrainProvider: await Cesium.createWorldTerrainAsync();
  });
} catch (error) {
  console.log(error);
}
// Create Cesium World Terrain with water and normals.
try {
  const viewer1 = new Cesium.Viewer("cesiumContainer", {
    terrainProvider: await Cesium.createWorldTerrainAsync({
      requestWaterMask: true,
      requestVertexNormals: true
    });
  });
} catch (error) {
  console.log(error);
}
See:

defined(value)boolean

Name Type Description
value * The object.
Returns:
如果对象被定义, 返回为真, 否则返回为假 .
Example:
if (Cesium.defined(positions)) {
     doSomething();
} else {
     doSomethingElse();
}

destroyObject(object, message)

摧毁一个对象。 每个物体的功能,包括原型中的功能, is replaced with a function that throws a DeveloperError, except for the object's isDestroyed function, which is set to a function that returns true. 该天体的属性用 NT 0 delete NT 1 去除.

This function is used by objects that hold native resources, e.g., WebGL resources, which 需要明确释放。 客户端代码调用对象的 NT 0 destroy NT 1 函数, 然后释放本地资源,并拨打 NT 0 Destroy Object NT 1 让自己站出来 在一个毁灭的状态.
Name Type Description
object object 破坏对象.
message string optional 如果 已销毁对象的函数称为.
Example:
// How a texture would destroy itself.
this.destroy = function () {
    _gl.deleteTexture(_texture);
    return Cesium.destroyObject(this);
};
See:

drillPick(pickCallback, limit)Array.<object>

Drill pick by repeatedly calling a given `pickCallback`, each time stripping away the previously picked objects.
Name Type Default Description
pickCallback function 选择回调以执行每次迭代
limit number Number.MAX_VALUE optional If supplied, stop drilling after collecting this many picks
Returns:
选定结果清单

equalsArrayCartesian3(a, b)boolean

返回给定的数组是否在组件上相等 . 当两个阵列都未定义时,则返回 NT 0 true NT 1 . 当只有一个阵列被定义,或者两者都被定义,但都有 不同长度,然后返回 NT 0 false NT 1 . 否则,返回数组的相应元素 平等,截至 NT 3 .
Name Type Description
a Array.<Cartesian3> | undefined 第一个阵列
b Array.<Cartesian3> | undefined 第二个阵列
Returns:
数组是否相等

exportKml(options)Promise.<(exportKmlResultKml|exportKmlResultKmz)>

Exports an EntityCollection as a KML document. Only Point, Billboard, Model, Path, Polygon, Polyline geometries 将被导出。 注意没有将 Entity 1属性映射到 KML 1 特征属性. 对于 example, entity properties that are time dynamic but cannot be dynamic in KML are exported with their values at options.time 或未指定实体采集时间间隔的开始. 时间动力特性 that are supported in KML, we use the samples if it is a SampledProperty otherwise we sample the value using 点、 Billboard、 模型和路径等具有时间动态位置的几何将导出 as gx:Track Features. Not all Materials are representable in KML, so for more advanced Materials just the primary 颜色是使用的。 Canvas 对象导出为 NT 0 图像 .
Name Type Description
options object 具有下列属性的天体:
Name Type Default Description
entities EntityCollection The EntityCollection to export as KML.
ellipsoid Ellipsoid Ellipsoid.default optional The ellipsoid for the output file.
modelCallback exportKmlModelCallback optional A callback that will be called with a ModelGraphics instance and should return the URI to use in the KML. Required if a model exists in the entity collection.
time JulianDate entities.computeAvailability().start optional The time value to use to get properties that are not time varying in KML.
defaultAvailability TimeInterval entities.computeAvailability() optional The interval that will be sampled if an entity doesn't have an availability.
sampleDuration number 60 optional 采样属性的秒数在 NT 0 .
kmz boolean false optional If true KML and external files will be compressed into a kmz file.
Returns:
A promise that resolved to an object containing the KML string and a dictionary of external file blobs, or a kmz file as a blob if options.kmz is true.
Example:
Cesium.exportKml({
     entities: entityCollection
 })
  .then(function(result) {
    // The XML string is in result.kml

    const externalFiles = result.externalFiles
    for(const file in externalFiles) {
      // file is the name of the file used in the KML document as the href
      // externalFiles[file] is a blob with the contents of the file
    }
  });
Demo:

formatError(object)string

将错误对象格式化为字符串。 如果可用, 请使用名称、 消息和堆栈 属性,否则,返回到String ().
Name Type Description
object * 在数组中查找的项目 .
Returns:
包含格式化错误的字符串 .

getAbsoluteUri(relative, base)string

由于一个相对的乌里和一个基底乌里,返回相对的乌里绝对值.
Name Type Description
relative string 相对的尤里.
base string optional 基地乌里.
Returns:
给定的相对乌里绝对的乌里.
Example:
//absolute Uri will be "https://test.com/awesome.png";
const absoluteUri = Cesium.getAbsoluteUri('awesome.png', 'https://test.com');

getBaseUri(uri, includeQuery)string

Given a URI, returns the base path of the URI.
Name Type Default Description
uri string The Uri.
includeQuery boolean 虚假 optional 是否包含查询字符串和片段构成uri
Returns:
乌里河的基干路径.
Example:
// basePath will be "/Gallery/";
const basePath = Cesium.getBaseUri('/Gallery/simple.czml?value=true&example=false');

// basePath will be "/Gallery/?value=true&example=false";
const basePath = Cesium.getBaseUri('/Gallery/simple.czml?value=true&example=false', true);

getExtensionFromUri(uri)string

Given a URI, returns the extension of the URI.
Name Type Description
uri string The Uri.
Returns:
乌里号的延伸.
Example:
//extension will be "czml";
const extension = Cesium.getExtensionFromUri('/Gallery/simple.czml?value=true&example=false');

getFilenameFromUri(uri)string

Given a URI, returns the last segment of the URI, removing any path or query information.
Name Type Description
uri string The Uri.
Returns:
乌里号最后一段.
Example:
//fileName will be"simple.czml";
const fileName = Cesium.getFilenameFromUri('/Gallery/simple.czml?value=true&example=false');

getImagePixels(image, width, height)ImageData

从装入的图像中提取像素阵列 。 绘制图像 进入一个画布 这样它就可以读取像素回.
Name Type Description
image HTMLImageElement | ImageBitmap 提取像素的图像 .
width number The width of the image. If not defined, then image.width is assigned.
height number The height of the image. If not defined, then image.height is assigned.
Returns:
影像之像素.

getSourceValueStringComponent(classProperty, metadataProperty, componentName)string

创建返回指定值的阴影语句 构成特定属性的部件,规范到范围[0, 1].
Name Type Description
classProperty MetadataClassProperty 类财产
metadataProperty object 元数据属性,无论是 a `PropertyTextureProperty` or a `PropertyAttributeProperty`
componentName string 名称,在["x","y","z","w"]中
Returns:
The string

getSourceValueStringScalar(classProperty, metadataProperty)string

创建返回指定值的阴影语句 属性,与范围 [0, 1] 正常化.
Name Type Description
classProperty MetadataClassProperty 类财产
metadataProperty object 元数据属性,无论是 a `PropertyTextureProperty` or a `PropertyAttributeProperty`
Returns:
The string

getTimestamp()number

获得一个时间戳,可用于测量事件之间的时间. 时间戳 以毫秒表示,但没有指定毫秒是什么 measured from. This function uses performance.now() if it is available, or Date.now() otherwise.
Returns:
自某些未指明的参考时间以来,时间戳为毫秒.

isLeapYear(year)boolean

确定某一日期是否为跳跃年.
Name Type Description
year number 验之年.
Returns:
如果 NT 0 年 NT 1 年是跳跃的一年,那就是真的了.
Example:
const leapYear = Cesium.isLeapYear(2000); // true

loadCubeMapImagesForUniform(material, uniformId)

装入用于立方体制服的图像, 如果它自上次调用以来已经改变 .
Name Type Description
material Material 装入立方体图像的材料 .
uniformId string 与立方体图像对应的制服的ID.
Returns:
当图像被装入时解析的保证, 或者如果不需要装入图像时解析的保证 .

async loadGltfJson()

装入 gltf 对象

measureText()

根据当前画布状态计算文本的尺寸. 圆形度量,不包括宽度,到整像素. 这纯粹是为了尽量减少 向内浏览器计量Text () 提供差异,并且可能是 今后修订。 参见: NT 0 /CGS/ce/pu/pu/13081

mergeSort(array, comparator, userDefinedObject)

一个稳定的合并类型.
Name Type Description
array Array | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array | Float64Array 要排序的阵列 .
comparator mergeSortComparator 用于比较数组中元素的函数.
userDefinedObject * optional Any item to pass as the third parameter to comparator.
Example:
// Assume array contains BoundingSpheres in world coordinates.
// Sort them in ascending order of distance from the camera.
const position = camera.positionWC;
Cesium.mergeSort(array, function(a, b, position) {
    return Cesium.BoundingSphere.distanceSquaredTo(b, position) - Cesium.BoundingSphere.distanceSquaredTo(a, position);
}, position);

objectToQuery(obj)string

将代表一组名称/值对的对象转换为查询字符串, ,其名称和值编码得当,以便在 NT 0 中使用。 数组值 将生成多个同名值.
Name Type Description
obj object 包含要编码的数据的对象.
Returns:
编码的查询字符串 .
Example:
const str = Cesium.objectToQuery({
    key1 : 'some value',
    key2 : 'a/b',
    key3 : ['x', 'y']
});
See:
  • queryToObject // str will be: // 'key1=some%20value&key2=a%2Fb&key3=x&key3=y'

obtainTranslucentCommandExecutionFunction(scene)function

确定如何处理透明表面. When OIT is enabled, then this will delegate to OIT.executeCommands. 否则,它将只是执行 透明指挥BackToFront 用于制作通行证,或为 other passes.
Name Type Description
scene Scene The scene.
Returns:
一个执行半透明命令的函数 .

pickBegin(scene, windowPosition, drawingBufferRectangle, width, height)

选前需要设置.
Name Type Default Description
scene Scene
windowPosition Cartesian2 要执行的窗口坐标 .
drawingBufferRectangle BoundingRectangle 输出绘制缓冲矩 .
width number 3 optional Width of the pick rectangle.
height number 3 optional Height of the pick rectangle.

pickEnd(scene)

采摘后需要减产.
Name Type Description
scene Scene

PickId(pickObjects, key, color)

Name Type Description
pickObjects Map.<number, object>
key number
color Color

pointInsideTriangle(point, p0, p1, p2)boolean

确定一个点是否位于三角形内.
Name Type Description
point Cartesian2 | Cartesian3 试问之分.
p0 Cartesian2 | Cartesian3 三角形的第一点.
p1 Cartesian2 | Cartesian3 三角形的第二点.
p2 Cartesian2 | Cartesian3 三角形的第三点.
Returns:
如果点位于三角形内部,则使用 NT 0 real NT 1 ;否则, NT 2 false NT 3 .
Example:
// Returns true
const p = new Cesium.Cartesian2(0.25, 0.25);
const b = Cesium.pointInsideTriangle(p,
  new Cesium.Cartesian2(0.0, 0.0),
  new Cesium.Cartesian2(1.0, 0.0),
  new Cesium.Cartesian2(0.0, 1.0));

queryToObject(queryString)object

将查询字符串分析为对象,对象的密钥和值是 查询字符串中的名称/值对,已解码。 如果一个名字出现多次, 对象中的值将是一系列值.
Name Type Description
queryString string 查询字符串.
Returns:
包含从查询字符串中解析的参数的对象 .
Example:
const obj = Cesium.queryToObject('key1=some%20value&key2=a%2Fb&key3=x&key3=y');
// obj will be:
// {
//   key1 : 'some value',
//   key2 : 'a/b',
//   key3 : ['x', 'y']
// }
See:

removeExtension(gltf, extension)*

从 NT\\\ 0 , \ NT\\ 1 , 和 glTF 中存在的任何其他对象中删除扩展名 .
Name Type Description
gltf object 一个包含 glTF 资产的 Javascript 对象 .
extension string 要删除的扩展 .
Returns:
从 gltf.extensions 删除的扩展数据.

removeInvalidBinaryBodyReferences(parsedContent)

从批量表格中删除所有无效的二进制正文引用 给定的解析内容的 JSON . This is a workaround for gracefully handling the invalid PNTS 可能由点云牌所创建的文件. 见 NT 0 当批量表 JSON 未定义时,将不做任何事情. 当批量表二进制被定义时, 将什么都不做 (假设任何二进制正文引用都是有效的 - 这是 此处未检查). 否则,这将删除所有二进制正文引用 batch table JSON that are not resolved from draco via the `parsedContent.draco.batchTableProperties`. 如果发现任何(无效的)二进制机构引用(并删除), 将打印一次性警告.
Name Type Description
parsedContent object 解析的内容

sampleTerrain(terrainProvider, level, positions, rejectOnTileFail)Promise.<Array.<Cartographic>>

Initiates a terrain height query for an array of Cartographic positions by 向地形提供者索取瓷砖、取样和插图。 内插 匹配用于渲染指定级别地形的三角形。 查询 同步发生, 因此此函数返回一个在 查询完成。 每点高度都会被修改到位. 如果一个高度不能是 确定,因为没有该地点特定级别的地形数据, 或发生其他错误,高度设定为未定义。 正如典型的 Cartographic type, the supplied height is a height above the reference ellipsoid (such as Ellipsoid.WGS84) rather than an altitude above mean sea level. In other 如果在海洋中取样的话,则不一定是0.0。 此函数需要 地形详细度作为输入,如果需要精确地获得地形高度 尽可能地(以最大详细度表示)使用 sampleTerrainMostDetailed .
Name Type Default Description
terrainProvider TerrainProvider 用于查询高度的地形提供者 .
level number 详细地形等级,用以查询地形高度.
positions Array.<Cartographic> 以地形高度更新的位置.
rejectOnTileFail boolean false optional If true, for any failed terrain tile requests, the promise will be rejected. If false, returned heights will be undefined.
Returns:
一个在地形查询完成后解决所提供的位置列表的承诺.
Example:
// Query the terrain height of two Cartographic positions
const terrainProvider = await Cesium.createWorldTerrainAsync();
const positions = [
    Cesium.Cartographic.fromDegrees(86.925145, 27.988257),
    Cesium.Cartographic.fromDegrees(87.0, 28.0)
];
const updatedPositions = await Cesium.sampleTerrain(terrainProvider, 11, positions);
// positions[0].height and positions[1].height have been updated.
// updatedPositions is just a reference to positions.

// To handle tile errors, pass true for the rejectOnTileFail parameter.
try {
   const updatedPositions = await Cesium.sampleTerrain(terrainProvider, 11, positions, true);
} catch (error) {
  // A tile request error occurred.
}
See:

sampleTerrainMostDetailed(terrainProvider, positions, rejectOnTileFail)Promise.<Array.<Cartographic>>

启动地形数据集最大可用瓦片级别的样本Train()请求.
Name Type Default Description
terrainProvider TerrainProvider 用于查询高度的地形提供者 .
positions Array.<Cartographic> 以地形高度更新的位置.
rejectOnTileFail boolean false optional If true, for a failed terrain tile request the promise will be rejected. If false, returned heights will be undefined.
Returns:
一个在地形查询完成后解决所提供的位置列表的承诺. 这个 promise will reject if the terrain provider's `availability` property is undefined.
Example:
// Query the terrain height of two Cartographic positions
const terrainProvider = await Cesium.createWorldTerrainAsync();
const positions = [
    Cesium.Cartographic.fromDegrees(86.925145, 27.988257),
    Cesium.Cartographic.fromDegrees(87.0, 28.0)
];
const updatedPositions = await Cesium.sampleTerrainMostDetailed(terrainProvider, positions);
// positions[0].height and positions[1].height have been updated.
// updatedPositions is just a reference to positions.

// To handle tile errors, pass true for the rejectOnTileFail parameter.
try {
   const updatedPositions = await Cesium.sampleTerrainMostDetailed(terrainProvider, positions, true);
} catch (error) {
  // A tile request error occurred.
}

srgbToLinear(value)number

从 SRGB 色彩空间转换为线性色彩空间.
Name Type Description
value number SRGB 色彩空间中的颜色值 .
Returns:
返回线性颜色空间中的颜色值.
Example:
const srgbColor = [0.5, 0.5, 0.5];
const linearColor = srgbColor.map(function (c) {
    return Cesium.srgbToLinear(c);
});

Stereographic(position, tangentPlane)

代表一个阶地坐标点,可以通过将一个笛卡尔坐标从一个极点投射到另一个极点的正切平面上来获得. 分层投影忠实地代表了经过其中心点的所有大圆圈的相对方向. 为了忠实地代表各个地方的角, 这是一个向内投影, 这意味着点被投射到一个振动球上.
Name Type Description
position Cartesian2 optional 仪表座标.
tangentPlane EllipseGeometry optional 投射到的正切平面.

subdivideArray(array, numberOfArrays)

Subdivided a range into a 数个较小,大小相等的阵列.
Name Type Description
array Array 要分割的阵列 .
numberOfArrays number 将提供的数组拆分成数组的数量 .
Throws:

unapplyValueTransform(input, offset, scale)string

返回应用反向的阴影语句 根据给定的偏差将数值转换为给定值 and scale.
Name Type Description
input string 输入值
offset string The offset
scale string The scale
Returns:
The statement

unnormalize(input, componentType)string

返回应用反向的阴影语句 根据给定的组件类型实现正常化
Name Type Description
input string 输入值
componentType string 组件类型
Returns:
The statement

viewerCesium3DTilesInspectorMixin(viewer)

A mixin which adds the Cesium3DTilesInspector widget to the Viewer widget. 此函数通常作为 a 参数为 Viewer#extend ,如下例所示.
Name Type Description
viewer Viewer 观者例.
Example:
const viewer = new Cesium.Viewer('cesiumContainer');
viewer.extend(Cesium.viewerCesium3DTilesInspectorMixin);

viewerCesiumInspectorMixin(viewer)

将 Cesium 监视器部件添加到查看器部件的组合 . 此函数通常作为 a 参数为 Viewer#extend ,如下例所示.
Name Type Description
viewer Viewer 观者例.
Throws:
Example:
const viewer = new Cesium.Viewer('cesiumContainer');
viewer.extend(Cesium.viewerCesiumInspectorMixin);
Demo:

viewerDragDropMixin(viewer, options)

在查看器部件中添加默认拖放支持的组合 . 此函数通常作为 a 参数为 Viewer#extend ,如下例所示.
Name Type Description
viewer Viewer 观者例.
options object optional 下列属性的对象 :
Name Type Default Description
dropTarget Element | string viewer.container optional The DOM element which will serve as the drop target.
clearOnDrop boolean true optional When true, dropping files will clear all existing data sources first, when false, new data sources will be loaded after the existing ones.
flyToOnDrop boolean true optional When true, dropping files will fly to the data source once it is loaded.
clampToGround boolean true optional When true, datasources are clamped to the ground.
proxy Proxy optional 用于 NT 0 网络链接的代理 .
Throws:
Example:
// Add basic drag and drop support and pop up an alert window on error.
const viewer = new Cesium.Viewer('cesiumContainer');
viewer.extend(Cesium.viewerDragDropMixin);
viewer.dropError.addEventListener(function(viewerArg, source, error) {
    window.alert('Error processing ' + source + ':' + error);
});

viewerPerformanceWatchdogMixin(viewer, options)

A mixin which adds the PerformanceWatchdog widget to the Viewer widget. 此函数通常作为 a 参数为 Viewer#extend ,如下例所示.
Name Type Description
viewer Viewer 观者例.
options object optional 具有属性的物体.
Name Type Default Description
lowFrameRateMessage string '这个应用程序似乎在您的系统中表现不佳. 请尝试使用不同的网页浏览器或更新您的视频驱动程序 。 optional 那个 message to display when a low frame rate is detected. The message is interpeted as HTML, so make sure 它来自一个可信任的来源,这样您的应用程序就不会受到跨网站的脚本攻击.
Throws:
Example:
const viewer = new Cesium.Viewer('cesiumContainer');
viewer.extend(Cesium.viewerPerformanceWatchdogMixin, {
    lowFrameRateMessage : 'Why is this going so <em>slowly</em>?'
});

viewerVoxelInspectorMixin(viewer)

A mixin which adds the VoxelInspector widget to the Viewer widget. 此函数通常作为 a 参数为 Viewer#extend ,如下例所示.
Name Type Description
viewer Viewer 观者例.
Example:
var viewer = new Cesium.Viewer('cesiumContainer');
viewer.extend(Cesium.viewerVoxelInspectorMixin);

writeTextToCanvas(text, options)HTMLCanvasElement|undefined

将给定的文本写入新画布。 画布的尺寸将适合文本. 如果文本为空白, 返回未定义 .
Name Type Description
text string 要写的文字.
options object optional 下列属性的对象 :
Name Type Default Description
font string '10px sans-serif' optional The CSS font to use.
fill boolean true optional Whether to fill the text.
stroke boolean false optional Whether to stroke the text.
fillColor Color Color.WHITE optional The fill color.
strokeColor Color Color.BLACK optional The stroke color.
strokeWidth number 1 optional The stroke width.
backgroundColor Color Color.TRANSPARENT optional The background color of the canvas.
padding number 0 optional The pixel size of the padding to add around the text.
Returns:
新的画布, 带有给定的文本 。 维度对象 从度量衡中,Text也将添加到返回的画布中。 如果文本是 空白, 返回未定义 .

Type Definitions

binarySearchComparator(a, b)number

在进行二进制搜索时用于比较两个项目的函数 .
Name Type Description
a * 阵列中的一个项目 .
b * 正在搜索的物品.
Returns:
如果 NT 0 a NT 1 小于 NT 2 b NT 3 ,则返回负值, 如果 NT 0 a NT 1 大于 NT 2 b NT 3 ,则为正值,或 0 如果 a 等于 b .
Example:
function compareNumbers(a, b) {
    return a - b;
}

BufferPointOptions

Properties:
Name Type Attributes Default Description
show boolean <optional>
true
color Color <optional>
Color.WHITE
position Cartesian3 <optional>
Cartesian3.ZERO
Experimental

This feature is not final and is subject to change without Cesium's standard deprecation policy.

BufferPolygonOptions

Properties:
Name Type Attributes Default Description
show boolean <optional>
true
color Color <optional>
Color.WHITE
positions Float64Array <optional>
holes Uint32Array <optional>
triangles Uint32Array <optional>
Experimental

This feature is not final and is subject to change without Cesium's standard deprecation policy.

BufferPolylineOptions

Properties:
Name Type Attributes Default Description
show boolean <optional>
true
color Color <optional>
Color.WHITE
positions Float64Array <optional>
width number <optional>
1
Experimental

This feature is not final and is subject to change without Cesium's standard deprecation policy.

BufferPrimitiveOptions

Properties:
Name Type Attributes Default Description
show boolean <optional>
true
color Color <optional>
Color.WHITE
Experimental

This feature is not final and is subject to change without Cesium's standard deprecation policy.

ComponentReaderCallback(dataView, byteOffset)number|BigInt

以给定类型读取并返回一个值 从数据视图中冲抵给定的字节,以小端表示 order
Name Type Description
dataView DataView 输入数据视图为二进制缓冲
byteOffset number 从视图开始读取数据到
Returns:
从数据视图读取的值

ComponentsReaderCallback(dataView, byteOffset, numberOfComponents, result)

以给定类型读取并返回一个值 从数据视图中冲抵给定的字节,以小端表示 order
Name Type Description
dataView DataView 输入数据视图为二进制缓冲
byteOffset number 从视图开始读取数据到
numberOfComponents number 要读取的组件数
result Array.<number> 读取结果的数组

ContextOptions

控制设置 NT 0 上下文的选项.

#NT#0 ALLOW Texture Filter Anisotropic NT###1 默认为真,允许 anisotropic texture filtering when the WebGL extension is supported. 弄虚作假会提高性能 但会伤害视觉质量, 特别是地平线.

Properties:
Name Type Attributes Default Description
requestWebgl1 boolean <optional>
false If true and the browser supports it, use a WebGL 1 rendering context
allowTextureFilterAnisotropic boolean <optional>
true If true, use anisotropic filtering during texture sampling
webgl WebGLOptions <optional>
NT 0 选项将传递给 NT 1
getWebGLStub function <optional>
A function to create a WebGL stub for testing

createElevationBandMaterialBand

Properties:
Name Type Attributes Default Description
entries Array.<createElevationBandMaterialEntry> 高程条目列表. 它们将被自动从最低到最高排序。 如果只有一个条目和 NT+0 extends Downards NT+1 和 NT+2 extends NT+3 都是 NT+4 false NT+5 ,它们都将被设置为 NT+6 real NT+7 .
extendDownwards boolean <optional>
false If true, the band's minimum elevation color will extend infinitely downwards.
extendUpwards boolean <optional>
false If true, the band's maximum elevation color will extend infinitely upwards.

createElevationBandMaterialEntry

Properties:
Name Type Description
height number The height.
color Color 此高处的颜色.

DirectionUp

由一对单位向量给出的方向
Properties:
Name Type Description
direction Cartesian3 单位“ 方向” 矢量
up Cartesian3 单位“ 上” 向量

exportKmlModelCallback(model, time, externalFiles)string

Since KML does not support glTF models, this callback is required to specify what URL to use for the model in the KML document. It can also be used to add additional files to the externalFiles object, which is the list of files embedded in the exported KMZ, or otherwise returned with the KML string when exporting.
Name Type Description
model ModelGraphics The ModelGraphics instance for an Entity.
time JulianDate 任何属性用于获取值的时间 .
externalFiles object 将文件名映射到 Blob 或 Promise 的物体会解析到 Blob .
Returns:
在 NT 1 文档中用于href的 NT 0 .

exportKmlResultKml

Properties:
Name Type Description
kml string 生成的 NT 0 .
externalFiles Object.<string, Blob> 外部文件对象词典

exportKmlResultKmz

Properties:
Name Type Description
kmz Blob 生成 kmz 文件 .

HeadingPitchRollValues

由数字标题、投球和滚球给出的方向
Properties:
Name Type Attributes Default Description
heading number <optional>
0.0 弧度标题
pitch number <optional>
-CesiumMath.PI_OVER_TWO The pitch in radians
roll number <optional>
0.0 弧度的卷轴

ImageryTypes

The format in which ImageryProvider methods return an image may 根据提供者、配置或服务器设置而有所不同。 最常见的是 -NT+0+HTMLIMage Element NT+1+, NT+2+HTML CanvasElement NT+3+,或支持上 浏览器, NT 0 Image Bitmap NT 1 . 更多信息请查看每个图像产品类的文档.

mergeSortComparator(a, b, userDefinedObject)number

用于比较两个项目同时进行合并排序的函数 .
Name Type Description
a * 阵列中的一个项目 .
b * 阵列中的一个项目 .
userDefinedObject * optional 已传递至 mergeSort 的天体.
Returns:
如果 NT 0 a NT 1 小于 NT 2 b NT 3 ,则返回负值, 如果 NT 0 a NT 1 大于 NT 2 b NT 3 ,则为正值,或 0 如果 a 等于 b .
Example:
function compareNumbers(a, b, userDefinedObject) {
    return a - b;
}

MetadataValue

An instance of a metadata value.

这可以是下列类型之一:
  • number for type SCALAR and numeric component types except for INT64 or UINT64
  • bigint for type SCALAR and component type INT64 or UINT64
  • string for type STRING or ENUM
  • boolean for type BOOLEAN
  • Cartesian2 for type VEC2
  • Cartesian3 for type VEC3
  • Cartesian4 for type VEC4
  • Matrix2 for type MAT2
  • Matrix3 for type MAT3
  • Matrix4 for type MAT4
  • Arrays of these types when the metadata value is an array

PickedMetadataInfo

关于应该选择的元数据的信息
Properties:
Name Type Description
schemaId string | undefined 元数据计划的可选标识
className string 元数据类的名称
propertyName string 元数据属性名称
classProperty MetadataClassProperty 元数据类属性

TypedArray

所有数字输入数组类型的结合.

TypedArrayConstructor

组合所有数字型数组构造器类型.

UniformSpecifier

描述制服、其类型和初始值的对象
Properties:
Name Type Description
type UniformType 军服的Glsl型.
value boolean | number | Cartesian2 | Cartesian3 | Cartesian4 | Matrix2 | Matrix3 | Matrix4 | TextureUniform 制服的初始价值
Experimental

This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.

WebGLOptions

WebGL options to be passed on to HTMLCanvasElement.getContext(). See WebGLContextAttributes 但注意修改后的“ alpha” 、“ stencil” 和“ powerPreference” 的默认值

NT#0 alpha NT 1 默认为假,可以提高性能 对比标准 NT 0 默认为真。 如果应用程序需要 to composite Cesium above other HTML elements using alpha-blending, set -NT=0=- ALPHA=- NT=- 1=- 对决.

Properties:
Name Type Attributes Default Description
alpha boolean <optional>
false
depth boolean <optional>
true
stencil boolean <optional>
false
antialias boolean <optional>
true
premultipliedAlpha boolean <optional>
true
preserveDrawingBuffer boolean <optional>
false
powerPreference "default" | "low-power" | "high-performance" <optional>
"high-performance"
failIfMajorPerformanceCaveat boolean <optional>
false
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