UniformState

UniformState

new

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Source:

Members

:Cartesian2

The near distance (x) and the far distance (y) of the frustum defined by the camera. This is the individual frustum used for multi-frustum rendering.

:Cartesian3

The high bits of the camera position used to define the czm_encodedCameraPositionMCHigh GLSL uniform.

:Cartesian3

The low bits of the camera position used to define the czm_encodedCameraPositionMCLow GLSL uniform.

:Cartesian2

The near distance (x) and the far distance (y) of the frustum defined by the camera. This is the largest possible frustum, not an individual frustum used for multi-frustum rendering.

:Cartesian2

The the height (x) and the height squared (y) in meters of the camera above the 2D world plane. This uniform is only valid when the SceneMode equal to SCENE2D.

<readonly> :FrameState

Gets the current frame state.
Default Value:
  • undefined
See:

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:Matrix4

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:Matrix4

The inverse model matrix used to define the czm_inverseModel GLSL uniform.

:Matrix4

The inverse of the model-view matrix.

:Matrix4

The inverse of the 3D model-view matrix. In 3D mode, this is equivalent to UniformState#inverseModelView. In 2D and Columbus View, however, it is a synthetic matrix based on the equivalent position of the camera in the 3D world.

:Matrix4

The inverse model-view-projection matrix.

:Matrix3

An inverse 3x3 normal transformation matrix that transforms normal vectors in model coordinates to eye coordinates.

:Matrix3

An inverse 3x3 normal transformation matrix that transforms normal vectors in eye coordinates to 3D model coordinates. In 3D mode, this is identical to UniformState#inverseNormal, but in 2D and Columbus View it represents the normal transformation matrix as if the camera were at an equivalent location in 3D mode.

:Matrix4

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:Matrix4

The 4x4 inverse-view matrix that transforms from eye to world coordinates.

:Matrix4

the 4x4 inverse-view matrix that transforms from eye to 3D world coordinates. In 3D mode, this is identical to UniformState#inverseView, but in 2D and Columbus View it is a synthetic matrix based on the equivalent position of the camera in the 3D world.

:Matrix3

The 3x3 rotation matrix of the current 3D inverse-view matrix (UniformState#inverseView3D).

:Matrix4

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:Matrix4

The model-view matrix.

:Matrix4

The 3D model-view matrix. In 3D mode, this is equivalent to UniformState#modelView. In 2D and Columbus View, however, it is a synthetic matrix based on the equivalent position of the camera in the 3D world.

:Matrix4

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:Matrix4

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:Matrix4

The model-view-projection relative to eye matrix used to define the czm_modelViewProjectionRelativeToEye GLSL uniform.

:Matrix4

The model-view relative to eye matrix used to define the czm_modelViewRelativeToEye GLSL uniform.

:Cartesian3

A normalized vector to the moon in eye coordinates at the current scene time. In 3D mode, this returns the actual vector from the camera position to the moon position. In 2D and Columbus View, it returns the vector from the equivalent 3D camera position to the position of the moon in the 3D scene.

:Matrix3

A 3x3 normal transformation matrix that transforms normal vectors in model coordinates to eye coordinates.

:Matrix3

A 3x3 normal transformation matrix that transforms normal vectors in 3D model coordinates to eye coordinates. In 3D mode, this is identical to UniformState#normal, but in 2D and Columbus View it represents the normal transformation matrix as if the camera were at an equivalent location in 3D mode.

:Cartesian3

A normalized vector to the sun in eye coordinates at the current scene time. In 3D mode, this returns the actual vector from the camera position to the sun position. In 2D and Columbus View, it returns the vector from the equivalent 3D camera position to the position of the sun in the 3D scene.

:Cartesian3

A normalized vector to the sun in 3D world coordinates at the current scene time. Even in 2D or Columbus View mode, this returns the position of the sun in the 3D scene.

:Cartesian3

The sun position in 2D world coordinates at the current scene time.

:Cartesian3

The sun position in 3D world coordinates at the current scene time.

:Matrix3

A 3x3 matrix that transforms from True Equator Mean Equinox (TEME) axes to the pseudo-fixed axes at the Scene's current time.

:Matrix4

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:Matrix4

The 3D view matrix. In 3D mode, this is identical to UniformState#view, but in 2D and Columbus View it is a synthetic matrix based on the equivalent position of the camera in the 3D world.

:BoundingRectangle

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:Matrix4

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:Matrix3

The 3x3 rotation matrix of the current view matrix (UniformState#view).

:Matrix3

The 3x3 rotation matrix of the current 3D view matrix (UniformState#view3D).

Methods

Synchronizes frame state with the uniform state. This is called by the Scene when rendering to ensure that automatic GLSL uniforms are set to the right value.

Parameters:
Name Type Description
frameState FrameState The frameState to synchronize with.

Synchronizes the frustum's state with the uniform state. This is called by the Scene when rendering to ensure that automatic GLSL uniforms are set to the right value.

Parameters:
Name Type Description
frustum Object The frustum to synchronize with.