围绕所提供的椭球体边缘绘制的大气层。基于 An atmosphere drawn around the limb of the provided ellipsoid. Based on
Display of The Earth Taking Into Account Atmospheric Scattering.
仅 3D 支持此功能。变形为 2D 或哥伦布视图时,气氛会淡出。 This is only supported in 3D. Atmosphere is faded out when morphing to 2D or Columbus view.
| 名称 Name | 类型 Type | 默认值 Default | 说明 Description |
|---|---|---|---|
ellipsoid |
Ellipsoid |
Ellipsoid.WGS84
|
可选 optional 大气围绕的椭球体。 The ellipsoid that the atmosphere is drawn around. |
- Scene.skyAtmosphere
示例: Example:
scene.skyAtmosphere = new Cesium.SkyAtmosphere();
另见: See:
成员 Members
用于计算天空大气颜色的光强度。 The intensity of the light that is used for computing the sky atmosphere color.
-
默认值: Default Value:
50.0
米氏散射要考虑的介质的各向异性。 The anisotropy of the medium to consider for Mie scattering.
有效值介于 -1.0 和 1.0 之间。 Valid values are between -1.0 and 1.0.
-
默认值: Default Value:
0.9
atmosphereMieCoefficient : Cartesian3
天空大气的大气散射方程中使用的米氏散射系数。 The Mie scattering coefficient used in the atmospheric scattering equations for the sky atmosphere.
-
默认值: Default Value:
Cartesian3(21e-6, 21e-6, 21e-6)
天空大气的大气散射方程中使用的米氏标度高度,以米为单位。 The Mie scale height used in the atmospheric scattering equations for the sky atmosphere, in meters.
-
默认值: Default Value:
3200.0
atmosphereRayleighCoefficient : Cartesian3
天空大气的大气散射方程中使用的瑞利散射系数。 The Rayleigh scattering coefficient used in the atmospheric scattering equations for the sky atmosphere.
-
默认值: Default Value:
Cartesian3(5.5e-6, 13.0e-6, 28.4e-6)
天空大气的大气散射方程中使用的瑞利标度高度,以米为单位。 The Rayleigh scale height used in the atmospheric scattering equations for the sky atmosphere, in meters.
-
默认值: Default Value:
10000.0
适用于大气的亮度变化。默认为 0.0(无移位)。 -1.0 的亮度偏移表示完全黑暗,这将使空间显现出来。 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.
-
默认值: Default Value:
0.0
readonly ellipsoid : Ellipsoid
获取周围绘制有大气层的椭球体。 Gets the ellipsoid the atmosphere is drawn around.
适用于气氛的色调变化。默认为 0.0(无移位)。色调偏移 1.0 表示可用色调的完整旋转。 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.
-
默认值: Default Value:
0.0
计算每个片段而不是每个顶点的大气。这会产生更好的外观氛围,但性能会略有下降。 Compute atmosphere per-fragment instead of per-vertex. This produces better looking atmosphere with a slight performance penalty.
-
默认值: Default Value:
false
适用于大气的饱和度偏移。默认为 0.0(无移位)。 -1.0 的饱和度偏移是单色的。 The saturation shift to apply to the atmosphere. Defaults to 0.0 (no shift). A saturation shift of -1.0 is monochrome.
-
默认值: Default Value:
0.0
确定是否显示气氛。 Determines if the atmosphere is shown.
-
默认值: Default Value:
true
方法 Methods
销毁该对象持有的 WebGL 资源。销毁对象可以确定性地释放 WebGL 资源,而不是依赖垃圾收集器来销毁该对象。 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.
一旦对象被销毁,就不应再使用;调用除 Once an object is destroyed, it should not be used; calling any function other than
一旦对象被销毁,就不应再使用;调用除 Once an object is destroyed, it should not be used; calling any function other than
isDestroyed 将导致 will result in a DeveloperError 例外。因此,分配返回值( exception. Therefore, assign the return value (undefined) 到对象,如示例中所做的那样。 ) to the object as done in the example.
抛出: Throws:
-
DeveloperError : This object was destroyed, i.e., destroy() was called.
示例: Example:
skyAtmosphere = skyAtmosphere && skyAtmosphere.destroy();
另见: See:
如果该对象被销毁则返回 true;否则为假。 Returns true if this object was destroyed; otherwise, false.
如果该对象被破坏,则不应使用它;调用除 If this object was destroyed, it should not be used; calling any function other than
如果该对象被破坏,则不应使用它;调用除 If this object was destroyed, it should not be used; calling any function other than
isDestroyed 将导致 will result in a DeveloperError exception.
返回: Returns:
true 如果该物体被摧毁;否则, if this object was destroyed; otherwise, false.
