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// Automatically generated - do not modify!
@file:Suppress(
"EXTERNAL_CLASS_CONSTRUCTOR_PROPERTY_PARAMETER",
)
package cesium
/**
* The globe rendered in the scene, including its terrain ([Globe.terrainProvider])
* and imagery layers ([Globe.imageryLayers]). Access the globe using [Scene.globe].
* @see Online Documentation
*
* @constructor
* @property [ellipsoid] Determines the size and shape of the
* globe.
* Default value - [Ellipsoid.WGS84]
* @see Online Documentation
*/
@JsName("\$cesium__Globe")
external class Globe(var ellipsoid: Ellipsoid = definedExternally) {
/**
* Determines if the globe will be shown.
* @see Online Documentation
*/
var show: Boolean
/**
* The maximum screen-space error used to drive level-of-detail refinement. Higher
* values will provide better performance but lower visual quality.
* @see Online Documentation
*/
var maximumScreenSpaceError: Int
/**
* The size of the terrain tile cache, expressed as a number of tiles. Any additional
* tiles beyond this number will be freed, as long as they aren't needed for rendering
* this frame. A larger number will consume more memory but will show detail faster
* when, for example, zooming out and then back in.
* @see Online Documentation
*/
var tileCacheSize: Int
/**
* Gets or sets the number of loading descendant tiles that is considered "too many".
* If a tile has too many loading descendants, that tile will be loaded and rendered before any of
* its descendants are loaded and rendered. This means more feedback for the user that something
* is happening at the cost of a longer overall load time. Setting this to 0 will cause each
* tile level to be loaded successively, significantly increasing load time. Setting it to a large
* number (e.g. 1000) will minimize the number of tiles that are loaded but tend to make
* detail appear all at once after a long wait.
* @see Online Documentation
*/
var loadingDescendantLimit: Int
/**
* Gets or sets a value indicating whether the ancestors of rendered tiles should be preloaded.
* Setting this to true optimizes the zoom-out experience and provides more detail in
* newly-exposed areas when panning. The down side is that it requires loading more tiles.
* @see Online Documentation
*/
var preloadAncestors: Boolean
/**
* Gets or sets a value indicating whether the siblings of rendered tiles should be preloaded.
* Setting this to true causes tiles with the same parent as a rendered tile to be loaded, even
* if they are culled. Setting this to true may provide a better panning experience at the
* cost of loading more tiles.
* @see Online Documentation
*/
var preloadSiblings: Boolean
/**
* The color to use to highlight terrain fill tiles. If undefined, fill tiles are not
* highlighted at all. The alpha value is used to alpha blend with the tile's
* actual color. Because terrain fill tiles do not represent the actual terrain surface,
* it may be useful in some applications to indicate visually that they are not to be trusted.
* @see Online Documentation
*/
var fillHighlightColor: Color
/**
* Enable lighting the globe with the scene's light source.
* @see Online Documentation
*/
var enableLighting: Boolean
/**
* Enable dynamic lighting effects on atmosphere and fog. This only takes effect
* when `enableLighting` is `true`.
* @see Online Documentation
*/
var dynamicAtmosphereLighting: Boolean
/**
* Whether dynamic atmosphere lighting uses the sun direction instead of the scene's
* light direction. This only takes effect when `enableLighting` and
* `dynamicAtmosphereLighting` are `true`.
* @see Online Documentation
*/
var dynamicAtmosphereLightingFromSun: Boolean
/**
* Enable the ground atmosphere, which is drawn over the globe when viewed from a distance between `lightingFadeInDistance` and `lightingFadeOutDistance`.
* @see Online Documentation
*/
var showGroundAtmosphere: Boolean
/**
* The distance where everything becomes lit. This only takes effect
* when `enableLighting` or `showGroundAtmosphere` is `true`.
* @see Online Documentation
*/
var lightingFadeOutDistance: Double
/**
* The distance where lighting resumes. This only takes effect
* when `enableLighting` or `showGroundAtmosphere` is `true`.
* @see Online Documentation
*/
var lightingFadeInDistance: Double
/**
* The distance where the darkness of night from the ground atmosphere fades out to a lit ground atmosphere.
* This only takes effect when `showGroundAtmosphere`, `enableLighting`, and
* `dynamicAtmosphereLighting` are `true`.
* @see Online Documentation
*/
var nightFadeOutDistance: Double
/**
* The distance where the darkness of night from the ground atmosphere fades in to an unlit ground atmosphere.
* This only takes effect when `showGroundAtmosphere`, `enableLighting`, and
* `dynamicAtmosphereLighting` are `true`.
* @see Online Documentation
*/
var nightFadeInDistance: Double
/**
* True if an animated wave effect should be shown in areas of the globe
* covered by water; otherwise, false. This property is ignored if the
* `terrainProvider` does not provide a water mask.
* @see Online Documentation
*/
var showWaterEffect: Boolean
/**
* True if primitives such as billboards, polylines, labels, etc. should be depth-tested
* against the terrain surface, or false if such primitives should always be drawn on top
* of terrain unless they're on the opposite side of the globe. The disadvantage of depth
* testing primitives against terrain is that slight numerical noise or terrain level-of-detail
* switched can sometimes make a primitive that should be on the surface disappear underneath it.
* @see Online Documentation
*/
var depthTestAgainstTerrain: Boolean
/**
* Determines whether the globe casts or receives shadows from light sources. Setting the globe
* to cast shadows may impact performance since the terrain is rendered again from the light's perspective.
* Currently only terrain that is in view casts shadows. By default the globe does not cast shadows.
* @see Online Documentation
*/
var shadows: ShadowMode
/**
* The hue shift to apply to the atmosphere. Defaults to 0.0 (no shift).
* A hue shift of 1.0 indicates a complete rotation of the hues available.
* @see Online Documentation
*/
var atmosphereHueShift: Double
/**
* The saturation shift to apply to the atmosphere. Defaults to 0.0 (no shift).
* A saturation shift of -1.0 is monochrome.
* @see Online Documentation
*/
var atmosphereSaturationShift: Double
/**
* The brightness shift to apply to the atmosphere. Defaults to 0.0 (no shift).
* A brightness shift of -1.0 is complete darkness, which will let space show through.
* @see Online Documentation
*/
var atmosphereBrightnessShift: Double
/**
* A scalar used to exaggerate the terrain. Defaults to `1.0` (no exaggeration).
* A value of `2.0` scales the terrain by 2x.
* A value of `0.0` makes the terrain completely flat.
* Note that terrain exaggeration will not modify any other primitive as they are positioned relative to the ellipsoid.
* @see Online Documentation
*/
var terrainExaggeration: Double
/**
* The height from which terrain is exaggerated. Defaults to `0.0` (scaled relative to ellipsoid surface).
* Terrain that is above this height will scale upwards and terrain that is below this height will scale downwards.
* Note that terrain exaggeration will not modify any other primitive as they are positioned relative to the ellipsoid.
* If [Globe.terrainExaggeration] is `1.0` this value will have no effect.
* @see Online Documentation
*/
var terrainExaggerationRelativeHeight: Double
/**
* Whether to show terrain skirts. Terrain skirts are geometry extending downwards from a tile's edges used to hide seams between neighboring tiles.
* Skirts are always hidden when the camera is underground or translucency is enabled.
* @see Online Documentation
*/
var showSkirts: Boolean
/**
* Whether to cull back-facing terrain. Back faces are not culled when the camera is underground or translucency is enabled.
* @see Online Documentation
*/
var backFaceCulling: Boolean
/**
* Gets the collection of image layers that will be rendered on this globe.
* @see Online Documentation
*/
var imageryLayers: ImageryLayerCollection
/**
* Gets an event that's raised when an imagery layer is added, shown, hidden, moved, or removed.
* @see Online Documentation
*/
val imageryLayersUpdatedEvent: Event
/**
* Returns `true` when the tile load queue is empty, `false` otherwise. When the load queue is empty,
* all terrain and imagery for the current view have been loaded.
* @see Online Documentation
*/
val tilesLoaded: Boolean
/**
* Gets or sets the color of the globe when no imagery is available.
* @see Online Documentation
*/
var baseColor: Color
/**
* A property specifying a [ClippingPlaneCollection] used to selectively disable rendering on the outside of each plane.
* @see Online Documentation
*/
var clippingPlanes: ClippingPlaneCollection
/**
* A property specifying a [Rectangle] used to limit globe rendering to a cartographic area.
* Defaults to the maximum extent of cartographic coordinates.
* @see Online Documentation
*/
var cartographicLimitRectangle: Rectangle
/**
* The normal map to use for rendering waves in the ocean. Setting this property will
* only have an effect if the configured terrain provider includes a water mask.
* @see Online Documentation
*/
var oceanNormalMapUrl: String
/**
* The terrain provider providing surface geometry for this globe.
* @see Online Documentation
*/
var terrainProvider: TerrainProvider
/**
* Gets an event that's raised when the terrain provider is changed
* @see Online Documentation
*/
val terrainProviderChanged: Event
/**
* Gets an event that's raised when the length of the tile load queue has changed since the last render frame. When the load queue is empty,
* all terrain and imagery for the current view have been loaded. The event passes the new length of the tile load queue.
* @see Online Documentation
*/
var tileLoadProgressEvent: Event
/**
* Gets or sets the material appearance of the Globe. This can be one of several built-in [Material] objects or a custom material, scripted with
* [Fabric](https://github.com/CesiumGS/cesium/wiki/Fabric).
* @see Online Documentation
*/
var material: Material
/**
* The color to render the back side of the globe when the camera is underground or the globe is translucent,
* blended with the globe color based on the camera's distance.
*
* To disable underground coloring, set `undergroundColor` to `undefined`.
* @see Online Documentation
*/
var undergroundColor: Color
/**
* Gets or sets the near and far distance for blending [Globe.undergroundColor] with the globe color.
* The alpha will interpolate between the [NearFarScalar.nearValue] and
* [NearFarScalar.farValue] while the camera distance falls within the lower and upper bounds
* of the specified [NearFarScalar.near] and [NearFarScalar.far].
* Outside of these ranges the alpha remains clamped to the nearest bound. If undefined,
* the underground color will not be blended with the globe color.
*
* When the camera is above the ellipsoid the distance is computed from the nearest
* point on the ellipsoid instead of the camera's position.
* @see Online Documentation
*/
var undergroundColorAlphaByDistance: NearFarScalar
/**
* Properties for controlling globe translucency.
* @see Online Documentation
*/
var translucency: GlobeTranslucency
/**
* Find an intersection between a ray and the globe surface that was rendered. The ray must be given in world coordinates.
* ```
* // find intersection of ray through a pixel and the globe
* var ray = viewer.camera.getPickRay(windowCoordinates);
* var intersection = globe.pick(ray, scene);
* ```
* @param [ray] The ray to test for intersection.
* @param [scene] The scene.
* @param [result] The object onto which to store the result.
* @return The intersection or `undefined` if none was found.
* @see Online Documentation
*/
fun pick(
ray: Ray,
scene: Scene,
result: Cartesian3? = definedExternally,
): Cartesian3?
/**
* Get the height of the surface at a given cartographic.
* @param [cartographic] The cartographic for which to find the height.
* @return The height of the cartographic or undefined if it could not be found.
* @see Online Documentation
*/
fun getHeight(cartographic: Cartographic): Double?
/**
* Returns true if this object was destroyed; otherwise, false.
*
* If this object was destroyed, it should not be used; calling any function other than
* `isDestroyed` will result in a [DeveloperError] exception.
* @return True if this object was destroyed; otherwise, false.
* @see Online Documentation
*/
fun isDestroyed(): Boolean
/**
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
*
* Once an object is destroyed, it should not be used; calling any function other than
* `isDestroyed` will result in a [DeveloperError] exception. Therefore,
* assign the return value (`undefined`) to the object as done in the example.
* ```
* globe = globe && globe.destroy();
* ```
* @see Online Documentation
*/
fun destroy()
}