An atmosphere drawn around the limb of the provided ellipsoid. Based on
Display of The Earth Taking Into Account Atmospheric Scattering.
This is only supported in 3D. Atmosphere is faded out when morphing to 2D or Columbus view.
参数名称 | 类型 | 默认值 | 描述信息 |
---|---|---|---|
ellipsoid |
Ellipsoid |
Ellipsoid.WGS84
|
可选 The ellipsoid that the atmosphere is drawn around. |
- Scene.skyAtmosphere
使用示例:
scene.skyAtmosphere = new Cesium.SkyAtmosphere();
参考:
成员(属性)
The intensity of the light that is used for computing the sky atmosphere color.
-
默认值:
50.0
The anisotropy of the medium to consider for Mie scattering.
Valid values are between -1.0 and 1.0.
-
默认值:
0.9
atmosphereMieCoefficient : Cartesian3
The Mie scattering coefficient used in the atmospheric scattering equations for the sky atmosphere.
-
默认值:
Cartesian3(21e-6, 21e-6, 21e-6)
The Mie scale height used in the atmospheric scattering equations for the sky atmosphere, in meters.
-
默认值:
3200.0
atmosphereRayleighCoefficient : Cartesian3
The Rayleigh scattering coefficient used in the atmospheric scattering equations for the sky atmosphere.
-
默认值:
Cartesian3(5.5e-6, 13.0e-6, 28.4e-6)
The Rayleigh scale height used in the atmospheric scattering equations for the sky atmosphere, in meters.
-
默认值:
10000.0
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:
0.0
readonly ellipsoid : Ellipsoid
Gets the ellipsoid the atmosphere is drawn around.
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:
0.0
Compute atmosphere per-fragment instead of per-vertex.
This produces better looking atmosphere with a slight performance penalty.
-
默认值:
false
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:
0.0
Determines if the atmosphere is shown.
-
默认值:
true
方法
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
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:
skyAtmosphere = skyAtmosphere && skyAtmosphere.destroy();
参考:
Returns true if this object was destroyed; otherwise, false.
If this object was destroyed, it should not be used; calling any function other than
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
.