数字孪生Web 后台dt( digital twin)2.0版本 统一命名格式
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>CustomPrimitive - XbsjEarth Documentation</title>
<!--[if lt IE 9]>
<script src="javascript/html5.js"></script>
<![endif]-->
<link href="styles/jsdoc-default.css" rel="stylesheet">
<link href="styles/prism.css" rel="stylesheet">
</head>
<body>
<div id="main">
<h1 class="page-title">
<!-- <a href="index.html"><img src="Images/CesiumLogo.png" class="cesiumLogo"></a> -->
<a href="index.html">EarthSDK</a>
CustomPrimitive
<div class="titleCenterer"></div>
</h1>
<section>
<header>
<div class="class-description">自定义图元</div>
</header>
<article>
<div class="container-overview">
<div class="nameContainer">
<h4 class="name" id="CustomPrimitive">
<a href="#CustomPrimitive" class="doc-link"></a>
new CustomPrimitive<span class="signature">()</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<dl class="details">
</dl>
</div>
<h3 class="subsection-title">Extends</h3>
<ul>
<li><a href="XbsjCzmObj.html">XbsjCzmObj</a></li>
</ul>
<h3 class="subsection-title">Namespaces</h3>
<dl>
<dt><a href="namespaces.html#Obj.CustomPrimitive.Geometry"><a href="Obj.CustomPrimitive.Geometry.html">Geometry</a></a></dt>
<dd></dd>
</dl>
<h3 class="subsection-title">Members</h3>
<div class="nameContainer">
<h4 class="name" id="autoRegisterEditing">
<a href="#autoRegisterEditing" class="doc-link"></a>
autoRegisterEditing<span class="type-signature"> : boolean</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
是否自动注册编辑功能
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">false</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="canvasHeight">
<a href="#canvasHeight" class="doc-link"></a>
canvasHeight<span class="type-signature"> : number</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
画布高度,单位像素,为0时表示没有画布
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">0</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="canvasWidth">
<a href="#canvasWidth" class="doc-link"></a>
canvasWidth<span class="type-signature"> : number</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
画布宽度,单位像素,为0时表示没有画布
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">0</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="color">
<a href="#color" class="doc-link"></a>
color<span class="type-signature"> : Array.&lt;number></span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
颜色叠加
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">[1, 1, 1, 1]</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="colors">
<a href="#colors" class="doc-link"></a>
colors<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
颜色数组,可选
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">undefined</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="customParams">
<a href="#customParams" class="doc-link"></a>
customParams<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
自定义参数
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">[0, 0, 0, 0]</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="customProp">
<a href="#customProp" class="doc-link"></a>
customProp<span class="type-signature"> : string</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
用来临时存储客户需要的一些信息,方便使用<br/>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjCzmObj.html#customProp">XbsjCzmObj#customProp</a>
</li></dd>
<span class="details-header">Default Value:</span>
<code class="language-javascript">''</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="destroyEvalString">
<a href="#destroyEvalString" class="doc-link"></a>
destroyEvalString<span class="type-signature"> : string</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
销毁时的执行语句,只有在对象销毁时才会执行,方便用来清理随该对象创建时附带创建的资源<br/> 有一个内置变量p,表示当前对象。 注意对象的销毁除了使用destroyEvalString,还可以使用 <a href="XbsjBase.html#disposers"><code>disposers</code></a> 属性来销毁。
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjCzmObj.html#destroyEvalString">XbsjCzmObj#destroyEvalString</a>
</li></dd>
<span class="details-header">Default Value:</span>
<code class="language-javascript">''</code>
<h5>See:</h5>
<ul class="see-list">
<li><a href="XbsjCzmObj.html#evalString">XbsjCzmObj#evalString</a></li>
<li><a href="XbsjCzmObj.html#preUpdateEvalString">XbsjCzmObj#preUpdateEvalString</a></li>
</ul>
</dl>
<div class="nameContainer">
<h4 class="name" id="disposers">
<a href="#disposers" class="doc-link"></a>
disposers<span class="type-signature"></span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
用来收集资源销毁函数,并在析构时自动调用!
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjBase.html#disposers">XbsjBase#disposers</a>
</li></dd>
<h5>Example:</h5>
<pre><code class="language-javascript">// 示例1: myObject.disposers.push(() => { // 此处执行需要销毁的资源 }); // 示例2: // XE.MVVM.bind的返回值是一个函数,作用是用来解除双向绑定, // 把它的返回值放到disposer中,那么对象销毁时就会执行解绑操作。 myObject.disposers.push(XE.MVVM.bind(xxx)); // 示例3: // XE.MVVM.watch的返回值是一个函数,作用是用来取消监视, // 把它的返回值放到disposer中,那么对象销毁时就会执行取消监视的操作。 myObject.disposers.push(XE.MVVM.watch(xxx));</code></pre>
</dl>
<div class="nameContainer">
<h4 class="name" id="earth">
<a href="#earth" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>earth<span class="type-signature"> : <a href="Earth.html">Earth</a></span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
返回该对象的所属earth实例
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjObject.html#earth">XbsjObject#earth</a>
</li></dd>
</dl>
<div class="nameContainer">
<h4 class="name" id="enabled">
<a href="#enabled" class="doc-link"></a>
enabled<span class="type-signature"> : boolean</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
是否启用
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjObject.html#enabled">XbsjObject#enabled</a>
</li></dd>
</dl>
<div class="nameContainer">
<h4 class="name" id="evalString">
<a href="#evalString" class="doc-link"></a>
evalString<span class="type-signature"> : string</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
设置执行语句,<br/> 内部有一个内置的变量p,用来指示当前对象。<br/> 注意evalString每次进行属性设置都会执行一遍,如果evalString中有创建资源,资源需要记录,避免再次执行后销毁不了。<br/>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjCzmObj.html#evalString">XbsjCzmObj#evalString</a>
</li></dd>
<span class="details-header">Default Value:</span>
<code class="language-javascript">''</code>
<h5>Example:</h5>
<pre><code class="language-javascript">myObject.evalString = ` // 技巧1:p是一个内置变量,可以直接使用 if (p._div) { // 技巧2:evalString有可能执行多次,这个地方的判断是避免div重复创建! return; } // 创建div const div = document.createElement('div'); p._div = div; // 技巧3:可以通过p.earth来获取earth变量 const earth = p.earth; `;</code></pre>
<h5>See:</h5>
<ul class="see-list">
<li><a href="XbsjCzmObj.html#preUpdateEvalString">XbsjCzmObj#preUpdateEvalString</a></li>
<li><a href="XbsjCzmObj.html#destroyEvalString">XbsjCzmObj#destroyEvalString</a></li>
</ul>
</dl>
<div class="nameContainer">
<h4 class="name" id="fragmentShaderSource">
<a href="#fragmentShaderSource" class="doc-link"></a>
fragmentShaderSource<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
片元shader
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="guid">
<a href="#guid" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>guid<span class="type-signature"> : string</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
对象的唯一标识符<br/> 注意,对象一旦创建,guid不可更改!
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjObject.html#guid">XbsjObject#guid</a>
</li></dd>
</dl>
<div class="nameContainer">
<h4 class="name" id="imageUrl">
<a href="#imageUrl" class="doc-link"></a>
imageUrl<span class="type-signature"> : string</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
纹理对应的图像url, 可以是jpg/png/mp4/m3u8格式 <br/> 警告:一旦imageUrl有值,会导致drawCanvas调用失效!因此使用imageUrl之后,就不要再调用drawCanvas了!<br/>
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">''</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="indices">
<a href="#indices" class="doc-link"></a>
indices<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
索引数组,必选
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">[0, 1, 2]</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="modelMatrix">
<a href="#modelMatrix" class="doc-link"></a>
modelMatrix<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
姿态矩阵,可选,如果modelMatrix有值的话,将忽略position和rotation的设置
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">undefined</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="normals">
<a href="#normals" class="doc-link"></a>
normals<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
法向数组,可选
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">undefined</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="objUrl">
<a href="#objUrl" class="doc-link"></a>
objUrl<span class="type-signature"> : string</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
obj文件url,用来直接载入一个obj文件 <br/> 警告:一旦赋值,positions/normals/sts等属性将不起作用!<br/>
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">''</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="pass">
<a href="#pass" class="doc-link"></a>
pass<span class="type-signature"> : number</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
渲染顺次(Cesium.Pass.OPAQUE(7)) <br/> 目前Cesium的渲染顺序有: <br/> ENVIRONMENT : 0, <br/> COMPUTE : 1, <br/> GLOBE : 2, <br/> TERRAIN_CLASSIFICATION : 3, <br/> CESIUM_3D_TILE : 4, <br/> CESIUM_3D_TILE_CLASSIFICATION : 5, <br/> CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW : 6, <br/> OPAQUE : 7, <br/> TRANSLUCENT : 8, <br/> OVERLAY : 9, <br/> NUMBER_OF_PASSES : 10 <br/>
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">7</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="position">
<a href="#position" class="doc-link"></a>
position<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
位置数组 [经度、纬度、高度] <br/>
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">[0, 0, 0]</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="positions">
<a href="#positions" class="doc-link"></a>
positions<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
位置数组,必选
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">[0, 0, 0, 1, 0, 0, 0, 0.5, 0]</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="preUpdateEvalString">
<a href="#preUpdateEvalString" class="doc-link"></a>
preUpdateEvalString<span class="type-signature"> : string</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
设置每帧执行语句,和evalString的作用类似 <br/> 它有三个内置变量,分别是p, scene, time,分别表示当前对象,Cesium的场景对象scene,Cesium的当前帧的时间time 需要注意的是它会每帧执行一次。
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjCzmObj.html#preUpdateEvalString">XbsjCzmObj#preUpdateEvalString</a>
</li></dd>
<span class="details-header">Default Value:</span>
<code class="language-javascript">‘’</code>
<h5>Example:</h5>
<pre><code class="language-javascript">myObject.preUpdateEvalString = ` // 技巧1:p是一个内置变量,可以直接使用,还有scene,time都可以直接使用 p._angle += 1; if (p._angle > 360.0) { p._angle = 0.0; } const angle = p._angle; // drawCanvas时使用angle来改变图像内容 // ... `;</code></pre>
<h5>See:</h5>
<ul class="see-list">
<li><a href="XbsjCzmObj.html#preUpdateEvalString">XbsjCzmObj#preUpdateEvalString</a></li>
<li><a href="XbsjCzmObj.html#destroyEvalString">XbsjCzmObj#destroyEvalString</a></li>
</ul>
</dl>
<div class="nameContainer">
<h4 class="name" id="primitiveType">
<a href="#primitiveType" class="doc-link"></a>
primitiveType<span class="type-signature"> : number</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
绘制图元类型 <br/> WebGLRenderingContext.POINTS 0 <br/> WebGLRenderingContext.LINES 1 <br/> WebGLRenderingContext.LINE_LOOP 2 <br/> WebGLRenderingContext.LINE_STRIP 3 <br/> WebGLRenderingContext.TRIANGLES 4 <br/> WebGLRenderingContext.TRIANGLE_STRIP 5 <br/> WebGLRenderingContext.TRIANGLE_FAN 6 <br/>
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">4</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="renderState">
<a href="#renderState" class="doc-link"></a>
renderState<span class="type-signature"> : object</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
WebGL渲染状态 <br />
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">defaultRenderState</code>
<h5>Example:</h5>
<pre><code class="language-javascript">// 默认的WebGL渲染状态如下: var defaults = { frontFace : WebGL2RenderingContext.CCW, // WindingOrder.COUNTER_CLOCKWISE, cull : { enabled : false, face : WebGL2RenderingContext.BACK, // CullFace.BACK }, lineWidth : 1, polygonOffset : { enabled : false, factor : 0, units : 0 }, scissorTest : { enabled : false, rectangle : { x : 0, y : 0, width : 0, height : 0 } }, depthRange : { near : 0, far : 1 }, depthTest : { enabled : false, func : WebGL2RenderingContext.LESS, // DepthFunction.LESS }, colorMask : { red : true, green : true, blue : true, alpha : true }, depthMask : true, stencilMask : ~0, blending : { enabled : false, color : { red : 0.0, green : 0.0, blue : 0.0, alpha : 0.0 }, equationRgb : WebGL2RenderingContext.ADD, // BlendEquation.ADD, equationAlpha : WebGL2RenderingContext.ADD, // BlendEquation.ADD, functionSourceRgb : WebGL2RenderingContext.ONE, // BlendFunction.ONE, functionSourceAlpha : WebGL2RenderingContext.ONE, // BlendFunction.ONE, functionDestinationRgb : WebGL2RenderingContext.ZERO, // BlendFunction.ZERO, functionDestinationAlpha : WebGL2RenderingContext.ZERO, // BlendFunction.ZERO, }, stencilTest : { enabled : false, frontFunction : WebGL2RenderingContext.ALWAYS, // StencilFunction.ALWAYS, backFunction : WebGL2RenderingContext.ALWAYS, // StencilFunction.ALWAYS, reference : 0, mask : ~0, frontOperation : { fail : WebGL2RenderingContext.KEEP, // StencilOperation.KEEP, zFail : WebGL2RenderingContext.KEEP, // StencilOperation.KEEP, zPass : WebGL2RenderingContext.KEEP, // StencilOperation.KEEP }, backOperation : { fail : WebGL2RenderingContext.KEEP, // StencilOperation.KEEP, zFail : WebGL2RenderingContext.KEEP, // StencilOperation.KEEP, zPass : WebGL2RenderingContext.KEEP, // StencilOperation.KEEP } }, sampleCoverage : { enabled : false, value : 1.0, invert : false } };</code></pre>
</dl>
<div class="nameContainer">
<h4 class="name" id="rotation">
<a href="#rotation" class="doc-link"></a>
rotation<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
姿态数组 [偏航角、俯仰角、翻转角]
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">[0, 0, 0]</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="scale">
<a href="#scale" class="doc-link"></a>
scale<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
缩放数组 [x向缩放、y向缩放、z向缩放]
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">[1, 1, 1]</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="show">
<a href="#show" class="doc-link"></a>
show<span class="type-signature"> : boolean</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
是否在三维窗口中显示
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">true</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="sts">
<a href="#sts" class="doc-link"></a>
sts<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
纹理坐标数组,可选
</div>
<dl class="details">
<span class="details-header">Default Value:</span>
<code class="language-javascript">undefined</code>
</dl>
<div class="nameContainer">
<h4 class="name" id="vertexShaderSource">
<a href="#vertexShaderSource" class="doc-link"></a>
vertexShaderSource<span class="type-signature"> : array</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
顶点shader
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="xbsjGuid">
<a href="#xbsjGuid" class="doc-link"></a>
xbsjGuid<span class="type-signature"> : string|undefined</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
对象的唯一标识符 <br/> 警告:该属性已废弃,请不要使用属性,且禁止修改此属性。<br/> 如果需要获取guid,请通过<a href="XbsjObject.html#guid"><code>guid</code></a>属性来获取。<br/>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjObject.html#xbsjGuid">XbsjObject#xbsjGuid</a>
</li></dd>
<p>
<span class="details-header important">Deprecated:</span>
<span>true</span>
</p>
</dl>
<div class="nameContainer">
<h4 class="name" id="xbsjType">
<a href="#xbsjType" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>xbsjType<span class="type-signature"> : string</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
获取对象的类型信息
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjObject.html#xbsjType">XbsjObject#xbsjType</a>
</li></dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<div class="nameContainer">
<h4 class="name" id=".getRenderState">
<a href="#.getRenderState" class="doc-link"></a>
<span class="type-signature attribute-static">static</span>Obj.CustomPrimitive.getRenderState<span class="signature">(translucent, closed)</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
用来获得一个renderState
</div>
<table class="params">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>translucent</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last">
是否透明(是否开启融合)</td>
</tr>
<tr>
<td class="name"><code>closed</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last">
是否封闭(是否不绘制背面)</td>
</tr>
</tbody>
</table>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="destroy">
<a href="#destroy" class="doc-link"></a>
destroy<span class="signature">()</span> &rarr; <span class="type-signature returnType">undefined</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
销毁对象<br/> 警告:对象一旦销毁不可再次使用!<br/> 警告:挂在场景树上的对象禁止调用destroy方法,只要通过数组函数将其从场景树中移除,就会自动销毁!<br/>
</div>
<h5>Returns:</h5>
<div class="param-desc">
返回undefined
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjBase.html#destroy">XbsjBase#destroy</a>
</li></dd>
<h5>Example:</h5>
<pre><code class="language-javascript">// 使用范例 // 这样写的好处是,一旦对象销毁,会同时将引用该对象的变量同时置为undefined,防止再次使用。 this._myObject = this._myObject &amp;&amp; this._myObject.destroy();</code></pre>
</dl>
<div class="nameContainer">
<h4 class="name" id="drawCanvas">
<a href="#drawCanvas" class="doc-link"></a>
drawCanvas<span class="signature">(drawFun)</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
自定义图元会自带一张画布(Canvas),如果需要使用纹理,则可以在这张画布上进行绘制 <br/> 画布的绘制方法参见:https://developer.mozilla.org/zh-CN/docs/Web/API/Canvas_API/Tutorial/Drawing_shapes
</div>
<table class="params">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>drawFun</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="description last">
这是一个回调函数,只有一个参数ctx,指示画布的2DContext</td>
</tr>
</tbody>
</table>
<dl class="details">
<h5>Example:</h5>
<pre><code class="language-javascript">// 示例1:在画布上绘制几何图形 p.canvasWidth = 512; p.canvasHeight = 512; p.drawCanvas(ctx => { var gradient = ctx.createRadialGradient(256, 256, 0, 256, 256, 256); gradient.addColorStop(0.1, "rgba(255, 255, 255, 1.0)"); gradient.addColorStop(0.2, "rgba(255, 255, 255, 0.0)"); gradient.addColorStop(0.3, "rgba(255, 255, 255, 0.9)"); gradient.addColorStop(0.5, "rgba(255, 255, 255, 0.0)"); gradient.addColorStop(0.9, "rgba(255, 255, 255, 0.2)"); gradient.addColorStop(1.0, "rgba(255, 255, 255, 1.0)"); ctx.clearRect(0, 0, 512, 512); ctx.beginPath(); ctx.arc(256, 256, 256, 0, Math.PI * 2, true); // ctx.fillStyle = "rgb(0, 155, 255)"; ctx.fillStyle = gradient; ctx.fill(); ctx.restore(); }); // 示例2:加载图像,并绘制到Canvas上 Cesium.Resource.createIfNeeded('./images/city/billboard.png').fetchImage().then(function(image) { console.log('image loaded!'); p.canvasWidth = image.naturalWidth; p.canvasHeight = image.naturalHeight; p.drawCanvas(ctx => { ctx.clearRect(0, 0, 512, 256); ctx.drawImage(image, 0, 0); }); });</code></pre>
</dl>
<div class="nameContainer">
<h4 class="name" id="flyTo">
<a href="#flyTo" class="doc-link"></a>
flyTo<span class="signature">()</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
飞入该对象
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjCzmObj.html#flyTo">XbsjCzmObj#flyTo</a>
</li></dd>
</dl>
<div class="nameContainer">
<h4 class="name" id="isDestroyed">
<a href="#isDestroyed" class="doc-link"></a>
isDestroyed<span class="signature">()</span> &rarr; <span class="type-signature returnType">boolean</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
检查对象是否已被销毁<br/> 警告:对象一旦销毁不可再次使用!仅此函数可以调用!<br/>
</div>
<h5>Returns:</h5>
<div class="param-desc">
对象是否已销毁
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjBase.html#isDestroyed">XbsjBase#isDestroyed</a>
</li></dd>
</dl>
<div class="nameContainer">
<h4 class="name" id="registerEditing">
<a href="#registerEditing" class="doc-link"></a>
registerEditing<span class="signature">()</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
注册编辑状态,自定义图元初始创建时,不具有creating/positionEditing/rotationEditing属性,不能进行交互操作。如果需要此功能,则需要在创建之后调用此方法。 注意:registerEditing调用之前,对象本身不能有creating/positionEditing/rotationEditing属性,如果之前进行了 xxx.positionEditing = true 等操作,需要先删掉!
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="toAllJSON">
<a href="#toAllJSON" class="doc-link"></a>
toAllJSON<span class="signature">()</span> &rarr; <span class="type-signature returnType">object</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
数据整个JSOn对象,包括默认值
</div>
<h5>Returns:</h5>
<div class="param-desc">
创建的JSON数据对象
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjBase.html#toAllJSON">XbsjBase#toAllJSON</a>
</li></dd>
</dl>
<div class="nameContainer">
<h4 class="name" id="toAllJSONStr">
<a href="#toAllJSONStr" class="doc-link"></a>
toAllJSONStr<span class="signature">()</span> &rarr; <span class="type-signature returnType">string</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
转化成JSON字符串,输出全部元素
</div>
<h5>Returns:</h5>
<div class="param-desc">
JSON格式化好的字符串
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjBase.html#toAllJSONStr">XbsjBase#toAllJSONStr</a>
</li></dd>
</dl>
<div class="nameContainer">
<h4 class="name" id="toJSON">
<a href="#toJSON" class="doc-link"></a>
toJSON<span class="signature">()</span> &rarr; <span class="type-signature returnType">object</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
转化成一个JSON数据对象 <br/> 注意:每次都会创建一个新对象!
</div>
<h5>Returns:</h5>
<div class="param-desc">
创建的JSON数据对象
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjBase.html#toJSON">XbsjBase#toJSON</a>
</li></dd>
</dl>
<div class="nameContainer">
<h4 class="name" id="toJSONStr">
<a href="#toJSONStr" class="doc-link"></a>
toJSONStr<span class="signature">()</span> &rarr; <span class="type-signature returnType">string</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
转化成JSON字符串,默认元素不输出
</div>
<h5>Returns:</h5>
<div class="param-desc">
JSON格式化好的字符串
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjBase.html#toJSONStr">XbsjBase#toJSONStr</a>
</li></dd>
</dl>
<div class="nameContainer">
<h4 class="name" id="xbsjFromJSON">
<a href="#xbsjFromJSON" class="doc-link"></a>
xbsjFromJSON<span class="signature">(jsonObject)</span>
<div class="source-link rightLinks">
</div>
</h4>
</div>
<div class="description">
通过JSON数据对象来设置属性
</div>
<table class="params">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>jsonObject</code></td>
<td class="type">
<span class="param-type">*</span>
</td>
<td class="description last">
</td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="XbsjBase.html#xbsjFromJSON">XbsjBase#xbsjFromJSON</a>
</li></dd>
<h5>Example:</h5>
<pre><code class="language-javascript">// 创建一个pin对象 const objConfig = { "name": 'Pin1', "xbsjType": "Pin", "position": [1.9017005694855162, 0.5972477268978722, 488.7695178987821], "near": 300, "show": false, evalString, }; const pin = new XE.Obj.Pin(earth); pin.xbsjFromJSON(objConfig);</code></pre>
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