new UniformState
DOC_TBA
Methods
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getEncodedCameraPositionMCHigh
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Returns the high bits of the camera position used to define the czm_encodedCameraPositionMCHigh GLSL uniform.
Returns:
Cartesian3 The high bits of the camera position. -
getEncodedCameraPositionMCLow
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Returns the low bits of the camera position used to define the czm_encodedCameraPositionMCLow GLSL uniform.
Returns:
Cartesian3 The low bits of the camera position. -
getEntireFrustum
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Returns the near distance (
x) and the far distance (y) of the frustum defined by the camera.Returns:
Cartesian2 Returns the near distance and the far distance of the frustum defined by the camera.See:
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getFrameNumber
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Gets the current frame number.
Returns:
number A number representing the current frame number.See:
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getInfiniteProjection
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DOC_TBA
Returns:
Matrix4 DOC_TBA.- UniformState#setInfiniteProjection
- czm_infiniteProjection
See:
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getInverseModel
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Returns the inverse model matrix used to define the czm_inverseModel GLSL uniform.
Returns:
Matrix4 The inverse model matrix. -
getInverseModelView
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DOC_TBA
Returns:
Matrix4 DOC_TBA.See:
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getInverseNormal
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DOC_TBA
Returns:
Matrix3 DOC_TBA.See:
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getInverseProjection
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DOC_TBA
Returns:
Matrix4 DOC_TBA. -
getInverseView
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Returns the 4x4 inverse-view matrix that transforms from eye to world coordinates.
Returns:
Matrix4 The 4x4 inverse-view matrix that transforms from eye to world coordinates.See:
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getInverseViewRotation
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Returns the 3x3 rotation matrix of the current inverse-view matrix (UniformState#getInverseView).
Returns:
Matrix3 The 3x3 rotation matrix of the current inverse-view matrix. -
getModel
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DOC_TBA
Returns:
Matrix4 DOC_TBA. -
getModelView
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DOC_TBA
Returns:
Matrix4 DOC_TBA.See:
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getModelViewInfiniteProjection
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DOC_TBA
Returns:
Matrix4 DOC_TBA. -
getModelViewProjection
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DOC_TBA
Returns:
Matrix4 DOC_TBA. -
getModelViewProjectionRelativeToEye
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Returns the model-view-projection relative to eye matrix used to define the czm_modelViewProjectionRelativeToEye GLSL uniform.
Returns:
Matrix4 The model-view-projection relative to eye matrix. -
getModelViewRelativeToEye
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Returns the model-view relative to eye matrix used to define the czm_modelViewRelativeToEye GLSL uniform.
Returns:
Matrix4 The model-view relative to eye matrix. -
getMoonDirectionEC
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Returns a normalized vector to the moon in eye coordinates at the current scene time.
Returns:
Cartesian3 A normalized vector to the moon in eye coordinates at the current scene time.See:
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getNormal
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DOC_TBA
Returns:
Matrix3 DOC_TBA.See:
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getProjection
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DOC_TBA
Returns:
Matrix4 DOC_TBA.- UniformState#setProjection
- czm_projection
See:
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getSunDirectionEC
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Returns a normalized vector to the sun in eye coordinates at the current scene time.
Returns:
Cartesian3 A normalized vector to the sun in eye coordinates at the current scene time.See:
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getSunDirectionWC
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Returns a normalized vector to the sun in world coordinates at the current scene time.
Returns:
Cartesian3 A normalized vector to the sun in world coordinates at the current scene time.See:
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getTemeToPseudoFixedMatrix
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Returns a 3x3 matrix that transforms from True Equator Mean Equinox (TEME) axes to the pseudo-fixed axes at the Scene's current time.
Returns:
Matrix3 The transform from TEME to pseudo-fixed. -
getTime
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Gets the scene's current time.
Returns:
JulianDate The scene's current time. -
getView
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DOC_TBA
Returns:
Matrix4 DOC_TBA.See:
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getViewportOrthographic
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DOC_TBA
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getViewportTransformation
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DOC_TBA
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getViewProjection
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DOC_TBA
Returns:
Matrix4 DOC_TBA.See:
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getViewRotation
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Returns the 3x3 rotation matrix of the current view matrix (UniformState#getView).
Returns:
Matrix3 The 3x3 rotation matrix of the current view matrix. -
setModel
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DOC_TBA
Parameters:
Name Type Argument Description matrixMatrix4 <optional>
DOC_TBA. -
setViewport
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DOC_TBA
Parameters:
Name Type Description viewportBoundingRectangle DOC_TBA. - UniformState#getViewport
- czm_viewport
See:
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update
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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 frameStateFrameState The frameState to synchronize with. -
updateFrustum
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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 frustumObject The frustum to synchronize with.
