new EllipsoidPrimitive
A renderable ellipsoid. It can also draw spheres when the three EllipsoidPrimitive#radii components are equal.
This is only supported in 3D. The ellipsoid is not shown in 2D or Columbus view.
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
options.center |
Cartesian3 |
<optional> |
Cartesian3.ZERO | The center of the ellipsoid in the ellipsoid's model coordinates. |
options.radii |
Cartesian3 |
<optional> |
undefined | The radius of the ellipsoid along the x , y , and z axes in the ellipsoid's model coordinates. |
options.modelMatrix |
Matrix4 |
<optional> |
Matrix4.IDENTITY | The 4x4 transformation matrix that transforms the ellipsoid from model to world coordinates. |
options.show |
Boolean |
<optional> |
true | Determines if this primitive will be shown. |
options.material |
Material |
<optional> |
Material.ColorType | The surface appearance of the primitive. |
options.id |
Object |
<optional> |
undefined | A user-defined object to return when the instance is picked with Scene#pick |
options.debugShowBoundingVolume |
Boolean |
<optional> |
false | For debugging only. Determines if this primitive's commands' bounding spheres are shown. |
Examples
// 1. Create a sphere using the ellipsoid primitive primitives.add(new Cesium.EllipsoidPrimitive({ center : ellipsoid.cartographicToCartesian( Cesium.Cartographic.fromDegrees(-75.0, 40.0, 500000.0)), radii : new Cesium.Cartesian3(500000.0, 500000.0, 500000.0) }));
// 2. Create a tall ellipsoid in an east-north-up reference frame var e = new Cesium.EllipsoidPrimitive(); e.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame( ellipsoid.cartographicToCartesian( Cesium.Cartographic.fromDegrees(-95.0, 40.0, 200000.0))); e.radii = new Cesium.Cartesian3(100000.0, 100000.0, 200000.0); primitives.add(e);
Demo:
Source:
Members
-
center :Cartesian3
-
The center of the ellipsoid in the ellipsoid's model coordinates.
The default is Cartesian3.ZERO.
- Default Value:
See:
-
debugShowBoundingVolume :Boolean
-
This property is for debugging only; it is not for production use nor is it optimized.
Draws the bounding sphere for each DrawCommand in the primitive.
- Default Value:
- false
-
id :Object
-
User-defined object returned when the ellipsoid is picked.
- Default Value:
- undefined
See:
-
material :Material
-
The surface appearance of the ellipsoid. This can be one of several built-in Material objects or a custom material, scripted with Fabric.
The default material is
Material.ColorType
.Example
// 1. Change the color of the default material to yellow e.material.uniforms.color = new Cesium.Color(1.0, 1.0, 0.0, 1.0); // 2. Change material to horizontal stripes e.material = Cesium.Material.fromType(Material.StripeType);
- Default Value:
- Material.fromType(Material.ColorType)
See:
-
modelMatrix :Matrix4
-
The 4x4 transformation matrix that transforms the ellipsoid from model to world coordinates. When this is the identity matrix, the ellipsoid 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 Transforms.eastNorthUpToFixedFrame. This matrix is available to GLSL vertex and fragment shaders via czm_model and derived uniforms.
Example
var origin = ellipsoid.cartographicToCartesian( Cesium.Cartographic.fromDegrees(-95.0, 40.0, 200000.0)); e.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin);
- Default Value:
See:
-
radii :Cartesian3
-
The radius of the ellipsoid along the
x
,y
, andz
axes in the ellipsoid's model coordinates. When these are the same, the ellipsoid is a sphere.The default is
undefined
. The ellipsoid is not drawn until a radii is provided.Example
// A sphere with a radius of 2.0 e.radii = new Cesium.Cartesian3(2.0, 2.0, 2.0);
- Default Value:
- undefined
See:
-
show :Boolean
-
Determines if the ellipsoid primitive will be shown.
- Default Value:
- true
Methods
-
destroy
-
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 thanisDestroyed
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.Returns:
Example
e = e && e.destroy();
-
isDestroyed
-
Returns true if this object was destroyed; otherwise, false.
If this object was destroyed, it should not be used; calling any function other thanisDestroyed
will result in a DeveloperError exception.Returns:
Booleantrue
if this object was destroyed; otherwise,false
.