Model

internal constructor new Cesium.Model()

To construct a Model, call Model.fromGltfAsync. Do not call the constructor directly.
A 3D model based on glTF, the runtime asset format for WebGL, OpenGL ES, and OpenGL.

Cesium supports glTF assets with the following extensions:

Note: for models with compressed textures using the KHR_texture_basisu extension, we recommend power of 2 textures in both dimensions for maximum compatibility. This is because some samplers require power of 2 textures (Using textures in WebGL) and KHR_texture_basisu requires multiple of 4 dimensions (KHR_texture_basisu additional requirements).

Demo:
参考:

成员(属性)

The currently playing glTF animations.

backFaceCulling : boolean

Whether to cull back-facing geometry. When true, back face culling is determined by the material's doubleSided property; when false, back face culling is disabled. Back faces are not culled if Model#color is translucent or Model#silhouetteSize is greater than 0.0.
默认值: true
Gets the model's bounding sphere in world space. This does not take into account glTF animations, skins, or morph targets. It also does not account for Model#minimumPixelSize.

clampAnimations : boolean

Determines if the model's animations should hold a pose over frames where no keyframes are specified.
默认值: true
Gets the model's classification type. This determines whether terrain, 3D Tiles, or both will be classified by this model.

Additionally, there are a few requirements/limitations:

  • The glTF cannot contain morph targets, skins, or animations.
  • The glTF cannot contain the EXT_mesh_gpu_instancing extension.
  • Only meshes with TRIANGLES can be used to classify other assets.
  • The meshes must be watertight.
  • The POSITION attribute is required.
  • If feature IDs and an index buffer are both present, all indices with the same feature id must occupy contiguous sections of the index buffer.
  • If feature IDs are present without an index buffer, all positions with the same feature id must occupy contiguous sections of the position buffer.

The 3D Tiles or terrain receiving the classification must be opaque.

默认值: undefined
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.

The ClippingPlaneCollection used to selectively disable rendering the model.
The color to blend with the model's rendered color.
默认值: undefined

colorBlendAmount : number

Value used to determine the color strength when the colorBlendMode is MIX. A value of 0.0 results in the model's rendered color while a value of 1.0 results in a solid color, with any value in-between resulting in a mix of the two.
默认值: 0.5
Defines how the color blends with the model.
默认值: ColorBlendMode.HIGHLIGHT
Gets the credit that will be displayed for the model.
The model's custom shader, if it exists. Using custom shaders with a Cesium3DTileStyle may lead to undefined behavior.
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.

debugShowBoundingVolume : boolean

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 model.

默认值: false

debugWireframe : boolean

This property is for debugging only; it is not for production use nor is it optimized.

Draws the model in wireframe.

默认值: false
Gets or sets the distance display condition, which specifies at what distance from the camera this model will be displayed.
默认值: undefined
Gets an event that is raised when the model encounters an asynchronous rendering error. By subscribing to the event, you will be notified of the error and can potentially recover from it. Event listeners are passed an instance of ModelError.

featureIdLabel : string

Label of the feature ID set to use for picking and styling.

For EXT_mesh_features, this is the feature ID's label property, or "featureId_N" (where N is the index in the featureIds array) when not specified. EXT_feature_metadata did not have a label field, so such feature ID sets are always labeled "featureId_N" where N is the index in the list of all feature Ids, where feature ID attributes are listed before feature ID textures.

If featureIdLabel is set to an integer N, it is converted to the string "featureId_N" automatically. If both per-primitive and per-instance feature IDs are present, the instance feature IDs take priority.

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.

The height reference of the model, which determines how the model is drawn relative to terrain.
默认值: {HeightReference.NONE}
A user-defined object that is returned when the model is picked.
默认值: undefined
参考:
The properties for managing image-based lighting on this model.

instanceFeatureIdLabel : string

Label of the instance feature ID set used for picking and styling.

If instanceFeatureIdLabel is set to an integer N, it is converted to the string "instanceFeatureId_N" automatically. If both per-primitive and per-instance feature IDs are present, the instance feature IDs take priority.

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.

The light color when shading the model. When undefined the scene's light color is used instead.

Disabling additional light sources by setting model.imageBasedLighting.imageBasedLightingFactor = new Cartesian2(0.0, 0.0) will make the model much darker. Here, increasing the intensity of the light source will make the model brighter.

默认值: undefined
The maximum scale size for a model. This can be used to give an upper limit to the Model#minimumPixelSize, ensuring that the model is never an unreasonable scale.

minimumPixelSize : number

The approximate minimum pixel size of the model regardless of zoom. This can be used to ensure that a model is visible even when the viewer zooms out. When 0.0, no minimum size is enforced.
默认值: 0.0
The 4x4 transformation matrix that transforms the model from model to world coordinates. When this is the identity matrix, the model is drawn in world coordinates, i.e., Earth's Cartesian WGS84 coordinates. Local reference frames can be used by providing a different transformation matrix, like that returned by Transforms.eastNorthUpToFixedFrame.
默认值: Matrix4.IDENTITY
使用示例:
const origin = Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0);
m.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin);
The color to use when rendering outlines.
默认值: Color.BLACK
Point cloud shading settings for controlling point cloud attenuation and lighting. For 3D Tiles, this is inherited from the Cesium3DTileset.

readonly ready : boolean

When true, this model is ready to render, i.e., the external binary, image, and shader files were downloaded and the WebGL resources were created.
默认值: false
Gets an event that is raised when the model is loaded and ready for rendering, i.e. when the external resources have been downloaded and the WebGL resources are created. Event listeners are passed an instance of the Model.

If Model.incrementallyLoadTextures is true, this event will be raised before all textures are loaded and ready for rendering. Subscribe to Model.texturesReadyEvent to be notified when the textures are ready.

A uniform scale applied to this model before the Model#modelMatrix. Values greater than 1.0 increase the size of the model; values less than 1.0 decrease.
默认值: 1.0
Determines whether the model casts or receives shadows from light sources.
默认值: ShadowMode.ENABLED
Whether or not to render the model.
默认值: true

showCreditsOnScreen : boolean

Gets or sets whether the credits of the model will be displayed on the screen.
默认值: false
Whether to display the outline for models using the CESIUM_primitive_outline extension. When true, outlines are displayed. When false, outlines are not displayed.
默认值: true
The silhouette color.
默认值: Color.RED

silhouetteSize : number

The size of the silhouette in pixels.
默认值: 0.0
The SplitDirection to apply to this model.
默认值: SplitDirection.NONE
The style to apply to the features in the model. Cannot be applied if a CustomShader is also applied.

readonly texturesReadyEvent : Event

Gets an event that, if Model.incrementallyLoadTextures is true, is raised when the model textures are loaded and ready for rendering, i.e. when the external resources have been downloaded and the WebGL resources are created. Event listeners are passed an instance of the Model.

方法

static Cesium.Model.fromGltfAsync(options)Promise.<Model>

Asynchronously creates a model from a glTF asset. This function returns a promise that resolves when the model is ready to render, i.e., when the external binary, image, and shader files are downloaded and the WebGL resources are created.

The model can be a traditional glTF asset with a .gltf extension or a Binary glTF using the .glb extension.

参数名称 类型 描述信息
options object Object with the following properties:
参数名称 类型 默认值 描述信息
url string | Resource The url to the .gltf or .glb file.
basePath string | Resource '' 可选 The base path that paths in the glTF JSON are relative to.
show boolean true 可选 Whether or not to render the model.
modelMatrix Matrix4 Matrix4.IDENTITY 可选 The 4x4 transformation matrix that transforms the model from model to world coordinates.
scale number 1.0 可选 A uniform scale applied to this model.
minimumPixelSize number 0.0 可选 The approximate minimum pixel size of the model regardless of zoom.
maximumScale number 可选 The maximum scale size of a model. An upper limit for minimumPixelSize.
id object 可选 A user-defined object to return when the model is picked with Scene#pick.
allowPicking boolean true 可选 When true, each primitive is pickable with Scene#pick.
incrementallyLoadTextures boolean true 可选 Determine if textures may continue to stream in after the model is loaded.
asynchronous boolean true 可选 Determines if model WebGL resource creation will be spread out over several frames or block until completion once all glTF files are loaded.
clampAnimations boolean true 可选 Determines if the model's animations should hold a pose over frames where no keyframes are specified.
shadows ShadowMode ShadowMode.ENABLED 可选 Determines whether the model casts or receives shadows from light sources.
releaseGltfJson boolean false 可选 When true, the glTF JSON is released once the glTF is loaded. This is is especially useful for cases like 3D Tiles, where each .gltf model is unique and caching the glTF JSON is not effective.
debugShowBoundingVolume boolean false 可选 For debugging only. Draws the bounding sphere for each draw command in the model.
enableDebugWireframe boolean false 可选 For debugging only. This must be set to true for debugWireframe to work in WebGL1. This cannot be set after the model has loaded.
debugWireframe boolean false 可选 For debugging only. Draws the model in wireframe. Will only work for WebGL1 if enableDebugWireframe is set to true.
cull boolean true 可选 Whether or not to cull the model using frustum/horizon culling. If the model is part of a 3D Tiles tileset, this property will always be false, since the 3D Tiles culling system is used.
opaquePass boolean Pass.OPAQUE 可选 The pass to use in the DrawCommand for the opaque portions of the model.
upAxis Axis Axis.Y 可选 The up-axis of the glTF model.
forwardAxis Axis Axis.Z 可选 The forward-axis of the glTF model.
customShader CustomShader 可选 A custom shader. This will add user-defined GLSL code to the vertex and fragment shaders. Using custom shaders with a Cesium3DTileStyle may lead to undefined behavior.
content Cesium3DTileContent 可选 The tile content this model belongs to. This property will be undefined if model is not loaded as part of a tileset.
heightReference HeightReference HeightReference.NONE 可选 Determines how the model is drawn relative to terrain.
scene Scene 可选 Must be passed in for models that use the height reference property.
distanceDisplayCondition DistanceDisplayCondition 可选 The condition specifying at what distance from the camera that this model will be displayed.
color Color 可选 A color that blends with the model's rendered color.
colorBlendMode ColorBlendMode ColorBlendMode.HIGHLIGHT 可选 Defines how the color blends with the model.
colorBlendAmount number 0.5 可选 Value used to determine the color strength when the colorBlendMode is MIX. A value of 0.0 results in the model's rendered color while a value of 1.0 results in a solid color, with any value in-between resulting in a mix of the two.
silhouetteColor Color Color.RED 可选 The silhouette color. If more than 256 models have silhouettes enabled, there is a small chance that overlapping models will have minor artifacts.
silhouetteSize number 0.0 可选 The size of the silhouette in pixels.
enableShowOutline boolean true 可选 Whether to enable outlines for models using the CESIUM_primitive_outline extension. This can be set false to avoid post-processing geometry at load time. When false, the showOutlines and outlineColor options are ignored.
showOutline boolean true 可选 Whether to display the outline for models using the CESIUM_primitive_outline extension. When true, outlines are displayed. When false, outlines are not displayed.
outlineColor Color Color.BLACK 可选 The color to use when rendering outlines.
clippingPlanes ClippingPlaneCollection 可选 The ClippingPlaneCollection used to selectively disable rendering the model.
lightColor Cartesian3 可选 The light color when shading the model. When undefined the scene's light color is used instead.
imageBasedLighting ImageBasedLighting 可选 The properties for managing image-based lighting on this model.
backFaceCulling boolean true 可选 Whether to cull back-facing geometry. When true, back face culling is determined by the material's doubleSided property; when false, back face culling is disabled. Back faces are not culled if the model's color is translucent.
credit Credit | string 可选 A credit for the data source, which is displayed on the canvas.
showCreditsOnScreen boolean false 可选 Whether to display the credits of this model on screen.
splitDirection SplitDirection SplitDirection.NONE 可选 The SplitDirection split to apply to this model.
projectTo2D boolean false 可选 Whether to accurately project the model's positions in 2D. If this is true, the model will be projected accurately to 2D, but it will use more memory to do so. If this is false, the model will use less memory and will still render in 2D / CV mode, but its positions may be inaccurate. This disables minimumPixelSize and prevents future modification to the model matrix. This also cannot be set after the model has loaded.
enablePick boolean false 可选 Whether to allow with CPU picking with pick when not using WebGL 2 or above. If using WebGL 2 or above, this option will be ignored. If using WebGL 1 and this is true, the pick operation will work correctly, but it will use more memory to do so. If running with WebGL 1 and this is false, the model will use less memory, but pick will always return undefined. This cannot be set after the model has loaded.
featureIdLabel string | number "featureId_0" 可选 Label of the feature ID set to use for picking and styling. For EXT_mesh_features, this is the feature ID's label property, or "featureId_N" (where N is the index in the featureIds array) when not specified. EXT_feature_metadata did not have a label field, so such feature ID sets are always labeled "featureId_N" where N is the index in the list of all feature Ids, where feature ID attributes are listed before feature ID textures. If featureIdLabel is an integer N, it is converted to the string "featureId_N" automatically. If both per-primitive and per-instance feature IDs are present, the instance feature IDs take priority.
instanceFeatureIdLabel string | number "instanceFeatureId_0" 可选 Label of the instance feature ID set used for picking and styling. If instanceFeatureIdLabel is set to an integer N, it is converted to the string "instanceFeatureId_N" automatically. If both per-primitive and per-instance feature IDs are present, the instance feature IDs take priority.
pointCloudShading object 可选 Options for constructing a PointCloudShading object to control point attenuation and lighting.
classificationType ClassificationType 可选 Determines whether terrain, 3D Tiles or both will be classified by this model. This cannot be set after the model has loaded.
gltfCallback Model.GltfCallback 可选 A function that is called with the loaded gltf object once loaded.
返回值:
A promise that resolves to the created model when it is ready to render.
Throws:
使用示例s:
// Load a model and add it to the scene
try {
 const model = await Cesium.Model.fromGltfAsync({
   url: "../../SampleData/models/CesiumMan/Cesium_Man.glb"
 });
 viewer.scene.primitives.add(model);
} catch (error) {
 console.log(`Failed to load model. ${error}`);
}
// Position a model with modelMatrix and display it with a minimum size of 128 pixels
const position = Cesium.Cartesian3.fromDegrees(
  -123.0744619,
  44.0503706,
  5000.0
);
const headingPositionRoll = new Cesium.HeadingPitchRoll();
const fixedFrameTransform = Cesium.Transforms.localFrameToFixedFrameGenerator(
  "north",
  "west"
);
try {
 const model = await Cesium.Model.fromGltfAsync({
   url: "../../SampleData/models/CesiumAir/Cesium_Air.glb",
   modelMatrix: Cesium.Transforms.headingPitchRollToFixedFrame(
     position,
     headingPositionRoll,
     Cesium.Ellipsoid.WGS84,
     fixedFrameTransform
   ),
   minimumPixelSize: 128,
 });
 viewer.scene.primitives.add(model);
} catch (error) {
 console.log(`Failed to load model. ${error}`);
}
// Load a model and play the last animation at half speed
let animations;
try {
 const model = await Cesium.Model.fromGltfAsync({
   url: "../../SampleData/models/CesiumMan/Cesium_Man.glb",
   gltfCallback: gltf => {
     animations = gltf.animations
   }
 });
 viewer.scene.primitives.add(model);
 model.readyEvent.addEventListener(() => {
   model.activeAnimations.add({
     index: animations.length - 1,
     loop: Cesium.ModelAnimationLoop.REPEAT,
     multiplier: 0.5,
   });
 });
} catch (error) {
 console.log(`Failed to load model. ${error}`);
}
Applies any modified articulation stages to the matrix of each node that participates in any articulation. Note that this will overwrite any node transformations on participating nodes.
Throws:
  • DeveloperError : The model is not loaded. Use Model.readyEvent or wait for Model.ready to be true.
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.
Throws:
  • DeveloperError : This object was destroyed, i.e., destroy() was called.
使用示例:
model = model && model.destroy();
参考:
Returns the node with the given name in the glTF. This is used to modify a node's transform for user-defined animation.
参数名称 类型 描述信息
name string The name of the node in the glTF.
返回值:
The node, or undefined if no node with the name exists.
Throws:
  • DeveloperError : The model is not loaded. Use Model.readyEvent or wait for Model.ready to be true.
使用示例:
// Apply non-uniform scale to node "Hand"
const node = model.getNode("Hand");
node.matrix = Cesium.Matrix4.fromScale(new Cesium.Cartesian3(5.0, 1.0, 1.0), node.matrix);

isDestroyed()boolean

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.
返回值:
true if this object was destroyed; otherwise, false.
参考:
Marks the model's Model#style as dirty, which forces all features to re-evaluate the style in the next frame the model is visible.

setArticulationStage(articulationStageKey, value)

Sets the current value of an articulation stage. After setting one or multiple stage values, call Model.applyArticulations() to cause the node matrices to be recalculated.
参数名称 类型 描述信息
articulationStageKey string The name of the articulation, a space, and the name of the stage.
value number The numeric value of this stage of the articulation.
Throws:
  • DeveloperError : The model is not loaded. Use Model.readyEvent or wait for Model.ready to be true.
使用示例:
// Sets the value of the stage named "MoveX" belonging to the articulation named "SampleArticulation"
model.setArticulationStage("SampleArticulation MoveX", 50.0);
参考:
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:

Throws:

定义的类型

Cesium.Model.GltfCallback(gltf)

Interface for the function that is called with the loaded gltf object once loaded.
参数名称 类型 描述信息
gltf object The gltf object