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// Automatically generated - do not modify!
@file:JsModule("cesium")
@file:Suppress(
"NON_EXTERNAL_DECLARATION_IN_INAPPROPRIATE_FILE",
)
package cesium
/**
* A classification primitive represents a volume enclosing geometry in the [Scene] to be highlighted.
*
* A primitive combines geometry instances with an [Appearance] that describes the full shading, including
* [Material] and [RenderState]. Roughly, the geometry instance defines the structure and placement,
* and the appearance defines the visual characteristics. Decoupling geometry and appearance allows us to mix
* and match most of them and add a new geometry or appearance independently of each other.
* Only [PerInstanceColorAppearance] with the same color across all instances is supported at this time when using
* ClassificationPrimitive directly.
* For full [Appearance] support when classifying terrain or 3D Tiles use [GroundPrimitive] instead.
*
* For correct rendering, this feature requires the EXT_frag_depth WebGL extension. For hardware that do not support this extension, there
* will be rendering artifacts for some viewing angles.
*
* Valid geometries are [BoxGeometry], [CylinderGeometry], [EllipsoidGeometry], [PolylineVolumeGeometry], and [SphereGeometry].
*
* Geometries that follow the surface of the ellipsoid, such as [CircleGeometry], [CorridorGeometry], [EllipseGeometry], [PolygonGeometry], and [RectangleGeometry],
* are also valid if they are extruded volumes; otherwise, they will not be rendered.
* @see Online Documentation
*/
external class ClassificationPrimitive(options: ConstructorOptions? = definedExternally) {
/**
* @property [geometryInstances] The geometry instances to render. This can either be a single instance or an array of length one.
* @property [appearance] The appearance used to render the primitive. Defaults to PerInstanceColorAppearance when GeometryInstances have a color attribute.
* @property [show] Determines if this primitive will be shown.
* Default value - `true`
* @property [vertexCacheOptimize] When `true`, geometry vertices are optimized for the pre and post-vertex-shader caches.
* Default value - `false`
* @property [interleave] When `true`, geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time.
* Default value - `false`
* @property [compressVertices] When `true`, the geometry vertices are compressed, which will save memory.
* Default value - `true`
* @property [releaseGeometryInstances] When `true`, the primitive does not keep a reference to the input `geometryInstances` to save memory.
* Default value - `true`
* @property [allowPicking] When `true`, each geometry instance will only be pickable with [Scene.pick]. When `false`, GPU memory is saved.
* Default value - `true`
* @property [asynchronous] Determines if the primitive will be created asynchronously or block until ready. If false initializeTerrainHeights() must be called first.
* Default value - `true`
* @property [classificationType] Determines whether terrain, 3D Tiles or both will be classified.
* Default value - [ClassificationType.BOTH]
* @property [debugShowBoundingVolume] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
* Default value - `false`
* @property [debugShowShadowVolume] For debugging only. Determines if the shadow volume for each geometry in the primitive is drawn. Must be `true` on
* creation for the volumes to be created before the geometry is released or options.releaseGeometryInstance must be `false`.
* Default value - `false`
*/
interface ConstructorOptions {
var geometryInstances: GeometryInstance?
var appearance: Appearance?
var show: Boolean?
var vertexCacheOptimize: Boolean?
var interleave: Boolean?
var compressVertices: Boolean?
var releaseGeometryInstances: Boolean?
var allowPicking: Boolean?
var asynchronous: Boolean?
var classificationType: ClassificationType?
var debugShowBoundingVolume: Boolean?
var debugShowShadowVolume: Boolean?
}
/**
* The geometry instance rendered with this primitive. This may
* be `undefined` if `options.releaseGeometryInstances`
* is `true` when the primitive is constructed.
*
* Changing this property after the primitive is rendered has no effect.
*
* Because of the rendering technique used, all geometry instances must be the same color.
* If there is an instance with a differing color, a `DeveloperError` will be thrown
* on the first attempt to render.
* @see Online Documentation
*/
val geometryInstances: GeometryInstance
/**
* Determines if the primitive will be shown. This affects all geometry
* instances in the primitive.
* @see Online Documentation
*/
var show: Boolean
/**
* Determines whether terrain, 3D Tiles or both will be classified.
* @see Online Documentation
*/
var classificationType: ClassificationType
/**
* This property is for debugging only; it is not for production use nor is it optimized.
*
* Draws the bounding sphere for each draw command in the primitive.
* @see Online Documentation
*/
var debugShowBoundingVolume: Boolean
/**
* This property is for debugging only; it is not for production use nor is it optimized.
*
* Draws the shadow volume for each geometry in the primitive.
* @see Online Documentation
*/
var debugShowShadowVolume: Boolean
/**
* When `true`, geometry vertices are optimized for the pre and post-vertex-shader caches.
* @see Online Documentation
*/
val vertexCacheOptimize: Boolean
/**
* Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
* @see Online Documentation
*/
val interleave: Boolean
/**
* When `true`, the primitive does not keep a reference to the input `geometryInstances` to save memory.
* @see Online Documentation
*/
val releaseGeometryInstances: Boolean
/**
* When `true`, each geometry instance will only be pickable with [Scene.pick]. When `false`, GPU memory is saved.
* @see Online Documentation
*/
val allowPicking: Boolean
/**
* Determines if the geometry instances will be created and batched on a web worker.
* @see Online Documentation
*/
val asynchronous: Boolean
/**
* When `true`, geometry vertices are compressed, which will save memory.
* @see Online Documentation
*/
val compressVertices: Boolean
/**
* Determines if the primitive is complete and ready to render. If this property is
* true, the primitive will be rendered the next time that [ClassificationPrimitive.update]
* is called.
* @see Online Documentation
*/
val ready: Boolean
/**
* Gets a promise that resolves when the primitive is ready to render.
* @see Online Documentation
*/
val readyPromise: kotlin.js.Promise
/**
* Called when [Viewer] or [CesiumWidget] render the scene to
* get the draw commands needed to render this primitive.
*
* Do not call this function directly. This is documented just to
* list the exceptions that may be propagated when the scene is rendered:
* @see Online Documentation
*/
fun update()
/**
* Returns the modifiable per-instance attributes for a [GeometryInstance].
* ```
* const attributes = primitive.getGeometryInstanceAttributes('an id');
* attributes.color = ColorGeometryInstanceAttribute.toValue(Color.AQUA);
* attributes.show = ShowGeometryInstanceAttribute.toValue(true);
* ```
* @param [id] The id of the [GeometryInstance].
* @return The typed array in the attribute's format or undefined if the is no instance with id.
* @see Online Documentation
*/
fun getGeometryInstanceAttributes(id: Any): Any
/**
* 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.
* ```
* e = e && e.destroy();
* ```
* @see Online Documentation
*/
fun destroy()
companion object {
/**
* Determines if ClassificationPrimitive rendering is supported.
* @param [scene] The scene.
* @return `true` if ClassificationPrimitives are supported; otherwise, returns `false`
* @see Online Documentation
*/
fun isSupported(scene: Scene): Boolean
}
}
inline fun ClassificationPrimitive(
block: ClassificationPrimitive.ConstructorOptions.() -> Unit,
): ClassificationPrimitive {
val options: ClassificationPrimitive.ConstructorOptions = js("({})")
block(options)
return ClassificationPrimitive(options)
}