构建图层
构建参数
When true
, each geometry instance will only be pickable with {@link Scene#pick}. When false
, GPU memory is saved. *
The {@link Appearance} used to shade this primitive. Each geometry instance is shaded with the same appearance. Some appearances, like {@link PerInstanceColorAppearance} allow giving each instance unique properties.
Determines if the geometry instances will be created and batched on a web worker.
When true
, geometry vertices are compressed, which will save memory.
When true
, the renderer frustum culls and horizon culls the primitive's commands
based on their bounding volume. Set this to false
for a small performance gain
if you are manually culling the primitive.
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.
The {@link Appearance} used to shade this primitive when it fails the depth test. Each geometry instance is shaded with the same appearance. Some appearances, like {@link PerInstanceColorAppearance} allow giving each instance unique properties.
When using an appearance that requires a color attribute, like PerInstanceColorAppearance, add a depthFailColor per-instance attribute instead.
Requires the EXT_frag_depth WebGL extension to render properly. If the extension is not supported, there may be artifacts.
The geometry instances 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.
Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
The 4x4 transformation matrix that transforms the primitive (all geometry instances) from model to world coordinates. When this is the identity matrix, the primitive is drawn in world coordinates, i.e., Earth's WGS84 coordinates. Local reference frames can be used by providing a different transformation matrix, like that returned by {@link Transforms.eastNorthUpToFixedFrame}.
This property is only supported in 3D mode.
Determines if the primitive is complete and ready to render. If this property is true, the primitive will be rendered the next time that {@link Primitive#update} is called.
Gets a promise that resolves when the primitive is ready to render.
When true
, the primitive does not keep a reference to the input geometryInstances
to save memory.
Determines whether this primitive casts or receives shadows from light sources.
Determines if the primitive will be shown. This affects all geometry instances in the primitive.
When true
, geometry vertices are optimized for the pre and post-vertex-shader caches.
默认参数
Returns the modifiable per-instance attributes for a {@link GeometryInstance}.
The id of the {@link GeometryInstance}.
The typed array in the attribute's format or undefined if the is no instance with id.
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 {@link DeveloperError} exception.
true
if this object was destroyed; otherwise, false
.
删除指定的剖面路径
要删除的剖面路径key,如果不传则清空
设置绘制参数
绘制参数
是否局部更新,默认true
设置剖面路径,默认是单剖面,每次会清楚现有剖面,如果构建图层时设置模式为多剖面,则每次会叠加新的剖面,可以手动调用removeSectionPath来进行删除旧的剖面
剖面路径点
剖面平面,默认是以经纬度为底面,如果是多剖面模式,所有剖面的fixPlane都是相同,因此如果剖面点设置的不对,结果会异常
默认为true,如果在加入地图之前设置,可以传入false
剖面的唯一识别id,当sectionMode是multiple的时候,同一个key新的剖面会覆盖原来的剖面,single的时候该参数无效果
是否度路径进行插值,通常如果是用户手绘的简单路径,需要插值出精细的点,如果是代码生成的路径本身点数已经精细,则设置为false,避免插值耗时太久
系统函数,请勿框架外部调用
Generated using TypeDoc
Cesium的切面填色图层