# Global

### Members

#### angle
MapGIS/Scene/Light/SpotLight.js 87

光线散射角度，最大为Math.PI/2

#### ArcType : Number
Core/ArcType.js 6

ArcType defines the path that should be taken connecting vertices.

##### Properties:

Name | Type | Description
--- | --- | ---
`NONE` | Number | Straight line that does not conform to the surface of the ellipsoid.
`GEODESIC` | Number | Follow geodesic path.
`RHUMB` | Number | Follow rhumb or loxodrome path.

#### Axis : Number
Scene/Axis.js 11

An enum describing the x, y, and z axes and helper conversion functions.

##### Properties:

Name | Type | Description
--- | --- | ---
`X` | Number | Denotes the x-axis.
`Y` | Number | Denotes the y-axis.
`Z` | Number | Denotes the z-axis.

#### BingMapsStyle : Number
Scene/BingMapsStyle.js 8

The types of imagery provided by Bing Maps.

##### Properties:

Name | Type | Description
--- | --- | ---
`AERIAL` | String | Aerial imagery.
`AERIAL_WITH_LABELS` | String | Aerial imagery with a road overlay.
`AERIAL_WITH_LABELS_ON_DEMAND` | String | Aerial imagery with a road overlay.
`ROAD` | String | Roads without additional imagery.
`ROAD_ON_DEMAND` | String | Roads without additional imagery.
`CANVAS_DARK` | String | A dark version of the road maps.
`CANVAS_LIGHT` | String | A lighter version of the road maps.
`CANVAS_GRAY` | String | A grayscale version of the road maps.
`ORDNANCE_SURVEY` | String | Ordnance Survey imagery. This imagery is visible only for the London, UK area.
`COLLINS_BART` | String | Collins Bart imagery.

##### See:

- BingMapsImageryProvider

#### BlendEquation : Number
Scene/BlendEquation.js 8

Determines how two pixels' values are combined.

##### Properties:

Name | Type | Description
--- | --- | ---
`ADD` | Number | Pixel values are added componentwise. This is used in additive blending for translucency.
`SUBTRACT` | Number | Pixel values are subtracted componentwise (source - destination). This is used in alpha blending for translucency.
`REVERSE_SUBTRACT` | Number | Pixel values are subtracted componentwise (destination - source).
`MIN` | Number | Pixel values are given to the minimum function (min(source, destination)). This equation operates on each pixel color component.
`MAX` | Number | Pixel values are given to the maximum function (max(source, destination)). This equation operates on each pixel color component.

#### BlendFunction : Number
Scene/BlendFunction.js 8

Determines how blending factors are computed.

##### Properties:

Name | Type | Description
--- | --- | ---
`ZERO` | Number | The blend factor is zero.
`ONE` | Number | The blend factor is one.
`SOURCE_COLOR` | Number | The blend factor is the source color.
`ONE_MINUS_SOURCE_COLOR` | Number | The blend factor is one minus the source color.
`DESTINATION_COLOR` | Number | The blend factor is the destination color.
`ONE_MINUS_DESTINATION_COLOR` | Number | The blend factor is one minus the destination color.
`SOURCE_ALPHA` | Number | The blend factor is the source alpha.
`ONE_MINUS_SOURCE_ALPHA` | Number | The blend factor is one minus the source alpha.
`DESTINATION_ALPHA` | Number | The blend factor is the destination alpha.
`ONE_MINUS_DESTINATION_ALPHA` | Number | The blend factor is one minus the destination alpha.
`CONSTANT_COLOR` | Number | The blend factor is the constant color.
`ONE_MINUS_CONSTANT_COLOR` | Number | The blend factor is one minus the constant color.
`CONSTANT_ALPHA` | Number | The blend factor is the constant alpha.
`ONE_MINUS_CONSTANT_ALPHA` | Number | The blend factor is one minus the constant alpha.
`SOURCE_ALPHA_SATURATE` | Number | The blend factor is the saturated source alpha.

#### BlendOption : Number
Scene/BlendOption.js 6

Determines how opaque and translucent parts of billboards, points, and labels are blended with the scene.

##### Properties:

Name | Type | Description
--- | --- | ---
`OPAQUE` | Number | The billboards, points, or labels in the collection are completely opaque.
`TRANSLUCENT` | Number | The billboards, points, or labels in the collection are completely translucent.
`OPAQUE_AND_TRANSLUCENT` | Number | The billboards, points, or labels in the collection are both opaque and translucent.

#### CameraEventType : Number
Scene/CameraEventType.js 6

Enumerates the available input for interacting with the camera.

##### Properties:

Name | Type | Description
--- | --- | ---
`LEFT_DRAG` | Number | A left mouse button press followed by moving the mouse and releasing the button.
`RIGHT_DRAG` | Number | A right mouse button press followed by moving the mouse and releasing the button.
`MIDDLE_DRAG` | Number | A middle mouse button press followed by moving the mouse and releasing the button.
`WHEEL` | Number | Scrolling the middle mouse button.
`PINCH` | Number | A two-finger touch on a touch surface.

#### Cesium3DTileColorBlendMode : Number
Scene/Cesium3DTileColorBlendMode.js 27

Defines how per-feature colors set from the Cesium API or declarative styling blend with the source colors from the original feature, e.g. glTF material or per-point color in the tile.

When `REPLACE` or `MIX` are used and the source color is a glTF material, the technique must assign the `_3DTILESDIFFUSE` semantic to the diffuse color parameter. Otherwise only `HIGHLIGHT` is supported.

A feature whose color evaluates to white (1.0, 1.0, 1.0) is always rendered without color blending, regardless of the tileset's color blend mode.

    "techniques": {
      "technique0": {
        "parameters": {
          "diffuse": {
            "semantic": "_3DTILESDIFFUSE",
            "type": 35666
          }
        }
      }
    }

##### Properties:

Name | Type | Description
--- | --- | ---
`HIGHLIGHT` | Number | Multiplies the source color by the feature color.
`REPLACE` | Number | Replaces the source color with the feature color.
`MIX` | Number | Blends the source color and feature color together.

#### ClassificationType : Number
Scene/ClassificationType.js 6

Whether a classification affects terrain, 3D Tiles or both.

##### Properties:

Name | Type | Description
--- | --- | ---
`TERRAIN` | Number | Only terrain will be classified.
`CESIUM_3D_TILE` | Number | Only 3D Tiles will be classified.
`BOTH` | Number | Both terrain and 3D Tiles will be classified.

#### ClockRange : Number
Core/ClockRange.js 10

Constants used by `Clock#tick` to determine behavior when `Clock#startTime` or `Clock#stopTime` is reached.

##### Properties:

Name | Type | Description
--- | --- | ---
`UNBOUNDED` | Number | `Clock#tick` will always advances the clock in its current direction.
`CLAMPED` | Number | When `Clock#startTime` or `Clock#stopTime` is reached, `Clock#tick` will not advance `Clock#currentTime` any further.
`LOOP_STOP` | Number | When `Clock#stopTime` is reached, `Clock#tick` will advance `Clock#currentTime` to the opposite end of the interval. When time is moving backwards, `Clock#tick` will not advance past `Clock#startTime`

##### See:

- Clock
- ClockStep

#### ClockStep : Number
Core/ClockStep.js 10

Constants to determine how much time advances with each call to `Clock#tick`.

##### Properties:

Name | Type | Description
--- | --- | ---
`TICK_DEPENDENT` | Number | `Clock#tick` advances the current time by a fixed step, which is the number of seconds specified by `Clock#multiplier`.
`SYSTEM_CLOCK_MULTIPLIER` | Number | `Clock#tick` advances the current time by the amount of system time elapsed since the previous call multiplied by `Clock#multiplier`.
`SYSTEM_CLOCK` | Number | `Clock#tick` sets the clock to the current system time; ignoring all other settings.

##### See:

- Clock
- ClockRange

#### color
MapGIS/Scene/Light/ParallelLight.js 54

光源颜色

#### color
MapGIS/Scene/Light/PointLight.js 55

点光源颜色

#### color
MapGIS/Scene/Light/SpotLight.js 99

光源颜色

#### ColorBlendMode : Number
Scene/ColorBlendMode.js 14

Defines different modes for blending between a target color and a primitive's source color. HIGHLIGHT multiplies the source color by the target color REPLACE replaces the source color with the target color MIX blends the source color and target color together

##### Properties:

Name | Type | Description
--- | --- | ---
`HIGHLIGHT` | Number |
`REPLACE` | Number |
`MIX` | Number |

##### See:

- Model.colorBlendMode

#### ComponentDatatype : Number
Core/ComponentDatatype.js 12

WebGL component datatypes. Components are intrinsics, which form attributes, which form vertices.

##### Properties:

Name | Type | Description
--- | --- | ---
`BYTE` | Number | 8-bit signed byte corresponding to `gl.BYTE` and the type of an element in `Int8Array`.
`UNSIGNED_BYTE` | Number | 8-bit unsigned byte corresponding to `UNSIGNED_BYTE` and the type of an element in `Uint8Array`.
`SHORT` | Number | 16-bit signed short corresponding to `SHORT` and the type of an element in `Int16Array`.
`UNSIGNED_SHORT` | Number | 16-bit unsigned short corresponding to `UNSIGNED_SHORT` and the type of an element in `Uint16Array`.
`INT` | Number | 32-bit signed int corresponding to `INT` and the type of an element in `Int32Array`.
`UNSIGNED_INT` | Number | 32-bit unsigned int corresponding to `UNSIGNED_INT` and the type of an element in `Uint32Array`.
`FLOAT` | Number | 32-bit floating-point corresponding to `FLOAT` and the type of an element in `Float32Array`.
`DOUBLE` | Number | 64-bit floating-point corresponding to `gl.DOUBLE` (in Desktop OpenGL; this is not supported in WebGL, and is emulated in Cesium via `GeometryPipeline.encodeAttribute`) and the type of an element in `Float64Array`.

#### CoordnateTransform
MapGIS/Project/CoordnateTransform.js 5

提供了百度坐标（BD-09）、国测局坐标（火星坐标，GCJ-02）、和 WGS-84 坐标系之间的转换

#### CornerType : Number
Core/CornerType.js 9

Style options for corners.

##### Properties:

Name | Type | Description
--- | --- | ---
`ROUNDED` | Number | Corner has a smooth edge.
`MITERED` | Number | Corner point is the intersection of adjacent edges.
`BEVELED` | Number | Corner is clipped.

##### Demo:

- The Corridor Demo demonstrates the three corner types, as used by `CorridorGraphics`.

#### culled : boolean
MapGIS/Analysis/SceneProjector.js 565

投影纹理背后剔除

Default Value: `false`

#### CullFace : Number
Scene/CullFace.js 8

Determines which triangles, if any, are culled.

##### Properties:

Name | Type | Description
--- | --- | ---
`FRONT` | Number | Front-facing triangles are culled.
`BACK` | Number | Back-facing triangles are culled.
`FRONT_AND_BACK` | Number | Both front-facing and back-facing triangles are culled.

#### decay
MapGIS/Scene/Light/PointLight.js 79

衰减量

#### decay
MapGIS/Scene/Light/SpotLight.js 123

衰减因子

#### DepthFunction : Number
Scene/DepthFunction.js 8

Determines the function used to compare two depths for the depth test.

##### Properties:

Name | Type | Description
--- | --- | ---
`NEVER` | Number | The depth test never passes.
`LESS` | Number | The depth test passes if the incoming depth is less than the stored depth.
`EQUAL` | Number | The depth test passes if the incoming depth is equal to the stored depth.
`LESS_OR_EQUAL` | Number | The depth test passes if the incoming depth is less than or equal to the stored depth.
`GREATER` | Number | The depth test passes if the incoming depth is greater than the stored depth.
`NOT_EQUAL` | Number | The depth test passes if the incoming depth is not equal to the stored depth.
`GREATER_OR_EQUAL` | Number | The depth test passes if the incoming depth is greater than or equal to the stored depth.
`ALWAYS` | Number | The depth test always passes.

#### direction
MapGIS/Scene/Light/ParallelLight.js 43

光源方向

#### direction
MapGIS/Scene/Light/SpotLight.js 76

光源方向

#### distance
MapGIS/Scene/Light/PointLight.js 90

光照距离，表示从光源到关照强度为0的距离

#### distance
MapGIS/Scene/Light/SpotLight.js 134

光源覆盖距离

#### ExtrapolationType : Number
Core/ExtrapolationType.js 9

Constants to determine how an interpolated value is extrapolated when querying outside the bounds of available data.

##### Properties:

Name | Type | Description
--- | --- | ---
`NONE` | Number | No extrapolation occurs.
`HOLD` | Number | The first or last value is used when outside the range of sample data.
`EXTRAPOLATE` | Number | The value is extrapolated.

##### See:

- SampledProperty

#### GeocodeType : Number
Core/GeocodeType.js 6

The type of geocoding to be performed by a `GeocoderService`.

##### Properties:

Name | Type | Description
--- | --- | ---
`SEARCH` | Number | Perform a search where the input is considered complete.
`AUTOCOMPLETE` | Number | Perform an auto-complete using partial input, typically reserved for providing possible results as a user is typing.

##### See:

- Geocoder

#### getViewModel
MapGIS/Tools/GraphciTool/EditTool.js 97

获取/设置模型编辑器

#### hasText : Object
MapGIS/Tools/Navigation/UserInterfaceControl.js 84

Gets a value indicating whether this button has text associated with it.

#### HeightmapEncoding : Number
Core/HeightmapEncoding.js 6

The encoding that is used for a heightmap

##### Properties:

Name | Type | Description
--- | --- | ---
`NONE` | Number | No encoding
`LERC` | Number | LERC encoding

#### HeightReference : Number
Scene/HeightReference.js 6

Represents the position relative to the terrain.

##### Properties:

Name | Type | Description
--- | --- | ---
`NONE` | Number | The position is absolute.
`CLAMP_TO_GROUND` | Number | The position is clamped to the terrain.
`RELATIVE_TO_GROUND` | Number | The position height is the height above the terrain.

#### HorizontalOrigin : Number
Scene/HorizontalOrigin.js 16

The horizontal location of an origin relative to an object, e.g., a `Billboard` or `Label`. For example, setting the horizontal origin to `LEFT` or `RIGHT` will display a billboard to the left or right (in screen space) of the anchor position.

##### Properties:

Name | Type | Description
--- | --- | ---
`CENTER` | Number | The origin is at the horizontal center of the object.
`LEFT` | Number | The origin is on the left side of the object.
`RIGHT` | Number | The origin is on the right side of the object.

##### See:

- Billboard#horizontalOrigin
- Label#horizontalOrigin

#### id
MapGIS/Scene/Light/ParallelLight.js 35

光源id

#### id
MapGIS/Scene/Light/PointLight.js 36

光源id

#### id
MapGIS/Scene/Light/SpotLight.js 57

光源id

#### ImagerySplitDirection : Number
Scene/ImagerySplitDirection.js 8

The direction to display an ImageryLayer relative to the `Scene#imagerySplitPosition`.

##### Properties:

Name | Type | Description
--- | --- | ---
`LEFT` | Number | Display the ImageryLayer to the left of the `Scene#imagerySplitPosition`.
`NONE` | Number | Always display the ImageryLayer.
`RIGHT` | Number | Display the ImageryLayer to the right of the `Scene#imagerySplitPosition`.

##### See:

- ImageryLayer#splitDirection

#### IndexDatatype : Number
Core/IndexDatatype.js 12

Constants for WebGL index datatypes. These corresponds to the `type` parameter of drawElements.

##### Properties:

Name | Type | Description
--- | --- | ---
`UNSIGNED_BYTE` | Number | 8-bit unsigned byte corresponding to `UNSIGNED_BYTE` and the type of an element in `Uint8Array`.
`UNSIGNED_SHORT` | Number | 16-bit unsigned short corresponding to `UNSIGNED_SHORT` and the type of an element in `Uint16Array`.
`UNSIGNED_INT` | Number | 32-bit unsigned int corresponding to `UNSIGNED_INT` and the type of an element in `Uint32Array`.

#### intensity
MapGIS/Scene/Light/ParallelLight.js 66

光源强度

#### intensity
MapGIS/Scene/Light/PointLight.js 67

点光源强度

#### intensity
MapGIS/Scene/Light/SpotLight.js 111

光源强度

#### Intersect : Number
Core/Intersect.js 9

This enumerated type is used in determining where, relative to the frustum, an object is located. The object can either be fully contained within the frustum (INSIDE), partially inside the frustum and partially outside (INTERSECTING), or somewhere entirely outside of the frustum's 6 planes (OUTSIDE).

##### Properties:

Name | Type | Description
--- | --- | ---
`OUTSIDE` | Number | Represents that an object is not contained within the frustum.
`INTERSECTING` | Number | Represents that an object intersects one of the frustum's planes.
`INSIDE` | Number | Represents that an object is fully within the frustum.

#### IonWorldImageryStyle : Number
Scene/IonWorldImageryStyle.js 8

The types of imagery provided by `createWorldImagery`.

##### Properties:

Name | Type | Description
--- | --- | ---
`AERIAL` | Number | Aerial imagery.
`AERIAL_WITH_LABELS` | Number | Aerial imagery with a road overlay.
`ROAD` | Number | Roads without additional imagery.

#### KeyboardEventModifier : Number
Core/KeyboardEventModifier.js 7

This enumerated type is for representing keyboard modifiers. These are keys that are held down in addition to other event types.

##### Properties:

Name | Type | Description
--- | --- | ---
`SHIFT` | Number | Represents the shift key being held down.
`CTRL` | Number | Represents the control key being held down.
`ALT` | Number | Represents the alt key being held down.

#### LabelStyle : Number
Scene/LabelStyle.js 8

Describes how to draw a label.

##### Properties:

Name | Type | Description
--- | --- | ---
`FILL` | Number | Fill the text of the label, but do not outline.
`OUTLINE` | Number | Outline the text of the label, but do not fill.
`FILL_AND_OUTLINE` | Number | Fill and outline the text of the label.

##### See:

- Label#style

#### LightingMode : Number
Scene/LightingMode.js 6

光照枚举：'DAYNIGHT_SHADING','VERTEX_LIGHTING'.

##### Properties:

Name | Type | Description
--- | --- | ---
`DAYNIGHT_SHADING` | Number | 太阳光照.
`VERTEX_LIGHTING` | Number | 顶点光照.

#### MapMode2D : Number
Scene/MapMode2D.js 6

Describes how the map will operate in 2D.

##### Properties:

Name | Type | Description
--- | --- | ---
`ROTATE` | Number | The 2D map can be rotated about the z axis.
`INFINITE_SCROLL` | Number | The 2D map can be scrolled infinitely in the horizontal direction.

#### ModelAnimationLoop : Number
Scene/ModelAnimationLoop.js 8

Determines if and how a glTF animation is looped.

##### Properties:

Name | Type | Description
--- | --- | ---
`NONE` | Number | Play the animation once; do not loop it.
`REPEAT` | Number | Loop the animation playing it from the start immediately after it stops.
`MIRRORED_REPEAT` | Number | Loop the animation. First, playing it forward, then in reverse, then forward, and so on.

##### See:

- ModelAnimationCollection#add

#### ModelExplosionType : Number
MapGIS/Tools/ModelExplosionType.js 6

模型爆炸的状态类型

##### Properties:

Name | Type | Description
--- | --- | ---
`NONE` | Number | 非爆炸状态，常规状态
`START` | Number | 爆炸开始
`RUNNING` | Number | 爆炸处理中
`END` | Number | 爆炸结束，还原矩阵

#### penumbra
MapGIS/Scene/Light/SpotLight.js 145

聚光锥的半影衰减百分比

#### PixelDatatype : Number
Renderer/PixelDatatype.js 9

The data type of a pixel.

##### Properties:

Name | Type | Description
--- | --- | ---
`UNSIGNED_BYTE` | Number |
`UNSIGNED_SHORT` | Number |
`UNSIGNED_INT` | Number |
`FLOAT` | Number |
`HALF_FLOAT` | Number |
`UNSIGNED_INT_24_8` | Number |
`UNSIGNED_SHORT_4_4_4_4` | Number |
`UNSIGNED_SHORT_5_5_5_1` | Number |
`UNSIGNED_SHORT_5_6_5` | Number |

##### See:

- PostProcessStage

#### PixelFormat : Number
Core/PixelFormat.js 9

The format of a pixel, i.e., the number of components it has and what they represent.

##### Properties:

Name | Type | Description
--- | --- | ---
`DEPTH_COMPONENT` | Number | A pixel format containing a depth value.
`DEPTH_STENCIL` | Number | A pixel format containing a depth and stencil value, most often used with `PixelDatatype.UNSIGNED_INT_24_8`.
`ALPHA` | Number | A pixel format containing an alpha channel.
`RGB` | Number | A pixel format containing red, green, and blue channels.
`RGBA` | Number | A pixel format containing red, green, blue, and alpha channels.
`LUMINANCE` | Number | A pixel format containing a luminance (intensity) channel.
`LUMINANCE_ALPHA` | Number | A pixel format containing luminance (intensity) and alpha channels.
`RGB_DXT1` | Number | A pixel format containing red, green, and blue channels that is DXT1 compressed.
`RGBA_DXT1` | Number | A pixel format containing red, green, blue, and alpha channels that is DXT1 compressed.
`RGBA_DXT3` | Number | A pixel format containing red, green, blue, and alpha channels that is DXT3 compressed.
`RGBA_DXT5` | Number | A pixel format containing red, green, blue, and alpha channels that is DXT5 compressed.
`RGB_PVRTC_4BPPV1` | Number | A pixel format containing red, green, and blue channels that is PVR 4bpp compressed.
`RGB_PVRTC_2BPPV1` | Number | A pixel format containing red, green, and blue channels that is PVR 2bpp compressed.
`RGBA_PVRTC_4BPPV1` | Number | A pixel format containing red, green, blue, and alpha channels that is PVR 4bpp compressed.
`RGBA_PVRTC_2BPPV1` | Number | A pixel format containing red, green, blue, and alpha channels that is PVR 2bpp compressed.
`RGBA_ASTC` | Number | A pixel format containing red, green, blue, and alpha channels that is ASTC compressed.
`RGB_ETC1` | Number | A pixel format containing red, green, and blue channels that is ETC1 compressed.
`RGB8_ETC2` | Number | A pixel format containing red, green, and blue channels that is ETC2 compressed.
`RGBA8_ETC2_EAC` | Number | A pixel format containing red, green, blue, and alpha channels that is ETC2 compressed.
`RGBA_BC7` | Number | A pixel format containing red, green, blue, and alpha channels that is BC7 compressed.

#### position
MapGIS/Scene/Light/PointLight.js 44

点光源位置

#### position
MapGIS/Scene/Light/SpotLight.js 65

光源位置

#### PostProcessStageSampleMode : Number
Scene/PostProcessStageSampleMode.js 6

Determines how input texture to a `PostProcessStage` is sampled.

##### Properties:

Name | Type | Description
--- | --- | ---
`NEAREST` | Number | Samples the texture by returning the closest texel.
`LINEAR` | Number | Samples the texture through bi-linear interpolation of the four nearest texels.

#### PrimitiveType : Number
Core/PrimitiveType.js 8

The type of a geometric primitive, i.e., points, lines, and triangles.

##### Properties:

Name | Type | Description
--- | --- | ---
`POINTS` | Number | Points primitive where each vertex (or index) is a separate point.
`LINES` | Number | Lines primitive where each two vertices (or indices) is a line segment. Line segments are not necessarily connected.
`LINE_LOOP` | Number | Line loop primitive where each vertex (or index) after the first connects a line to the previous vertex, and the last vertex implicitly connects to the first.
`LINE_STRIP` | Number | Line strip primitive where each vertex (or index) after the first connects a line to the previous vertex.
`TRIANGLES` | Number | Triangles primitive where each three vertices (or indices) is a triangle. Triangles do not necessarily share edges.
`TRIANGLE_STRIP` | Number | Triangle strip primitive where each vertex (or index) after the first two connect to the previous two vertices forming a triangle. For example, this can be used to model a wall.
`TRIANGLE_FAN` | Number | Triangle fan primitive where each vertex (or index) after the first two connect to the previous vertex and the first vertex forming a triangle. For example, this can be used to model a cone or circle.

#### projectionCamera
MapGIS/Analysis/SceneProjector.js 197

获取投影相机

#### ReferenceFrame : Number
Core/ReferenceFrame.js 6

Constants for identifying well-known reference frames.

##### Properties:

Name | Type | Description
--- | --- | ---
`FIXED` | Number | The fixed frame.
`INERTIAL` | Number | The inertial frame.

#### renderer
MapGIS/M3dLayer/MapGISM3DSet.js 1682

M3D专题图渲染参数

#### RequestState : Number
Core/RequestState.js 6

State of the request.

##### Properties:

Name | Type | Description
--- | --- | ---
`UNISSUED` | Number | Initial unissued state.
`ISSUED` | Number | Issued but not yet active. Will become active when open slots are available.
`ACTIVE` | Number | Actual http request has been sent.
`RECEIVED` | Number | Request completed successfully.
`CANCELLED` | Number | Request was cancelled, either explicitly or automatically because of low priority.
`FAILED` | Number | Request failed.

#### RequestType : Number
Core/RequestType.js 6

An enum identifying the type of request. Used for finer grained logging and priority sorting.

##### Properties:

Name | Type | Description
--- | --- | ---
`TERRAIN` | Number | Terrain request.
`IMAGERY` | Number | Imagery request.
`TILES3D` | Number | 3D Tiles request.
`OTHER` | Number | Other request.

#### SceneMode : Number
Scene/SceneMode.js 7

Indicates if the scene is viewed in 3D, 2D, or 2.5D Columbus view.

##### Properties:

Name | Type | Description
--- | --- | ---
`MORPHING` | Number | Morphing between mode, e.g., 3D to 2D.
`COLUMBUS_VIEW` | Number | Columbus View mode. A 2.5D perspective view where the map is laid out flat and objects with non-zero height are drawn above it.
`SCENE2D` | Number | 2D mode. The map is viewed top-down with an orthographic projection.
`SCENE3D` | Number | 3D mode. A traditional 3D perspective view of the globe.

##### See:

- Scene#mode

#### ScreenSpaceEventType : Number
Core/ScreenSpaceEventType.js 6

This enumerated type is for classifying mouse events: down, up, click, double click, move and move while a button is held down.

##### Properties:

Name | Type | Description
--- | --- | ---
`LEFT_DOWN` | Number | Represents a mouse left button down event.
`LEFT_UP` | Number | Represents a mouse left button up event.
`LEFT_CLICK` | Number | Represents a mouse left click event.
`LEFT_DOUBLE_CLICK` | Number | Represents a mouse left double click event.
`RIGHT_DOWN` | Number | Represents a mouse left button down event.
`RIGHT_UP` | Number | Represents a mouse right button up event.
`RIGHT_CLICK` | Number | Represents a mouse right click event.
`MIDDLE_DOWN` | Number | Represents a mouse middle button down event.
`MIDDLE_UP` | Number | Represents a mouse middle button up event.
`MIDDLE_CLICK` | Number | Represents a mouse middle click event.
`MOUSE_MOVE` | Number | Represents a mouse move event.
`WHEEL` | Number | Represents a mouse wheel event.
`PINCH_START` | Number | Represents the start of a two-finger event on a touch surface.
`PINCH_END` | Number | Represents the end of a two-finger event on a touch surface.
`PINCH_MOVE` | Number | Represents a change of a two-finger event on a touch surface.

#### ShadowMode : Number
Scene/ShadowMode.js 7

Specifies whether the object casts or receives shadows from light sources when shadows are enabled.

##### Properties:

Name | Type | Description
--- | --- | ---
`DISABLED` | Number | The object does not cast or receive shadows.
`ENABLED` | Number | The object casts and receives shadows.
`CAST_ONLY` | Number | The object casts shadows only.
`RECEIVE_ONLY` | Number | The object receives shadows only.

#### startTime
MapGIS/Tools/AnimationTool.js 700

用于设置漫游开始时间,解决漫游时因时间引起的光照问题

#### StencilFunction : Number
Scene/StencilFunction.js 8

Determines the function used to compare stencil values for the stencil test.

##### Properties:

Name | Type | Description
--- | --- | ---
`NEVER` | Number | The stencil test never passes.
`LESS` | Number | The stencil test passes when the masked reference value is less than the masked stencil value.
`EQUAL` | Number | The stencil test passes when the masked reference value is equal to the masked stencil value.
`LESS_OR_EQUAL` | Number | The stencil test passes when the masked reference value is less than or equal to the masked stencil value.
`GREATER` | Number | The stencil test passes when the masked reference value is greater than the masked stencil value.
`NOT_EQUAL` | Number | The stencil test passes when the masked reference value is not equal to the masked stencil value.
`GREATER_OR_EQUAL` | Number | The stencil test passes when the masked reference value is greater than or equal to the masked stencil value.
`ALWAYS` | Number | The stencil test always passes.

#### StencilOperation : Number
Scene/StencilOperation.js 8

Determines the action taken based on the result of the stencil test.

##### Properties:

Name | Type | Description
--- | --- | ---
`ZERO` | Number | Sets the stencil buffer value to zero.
`KEEP` | Number | Does not change the stencil buffer.
`REPLACE` | Number | Replaces the stencil buffer value with the reference value.
`INCREMENT` | Number | Increments the stencil buffer value, clamping to unsigned byte.
`DECREMENT` | Number | Decrements the stencil buffer value, clamping to zero.
`INVERT` | Number | Bitwise inverts the existing stencil buffer value.
`INCREMENT_WRAP` | Number | Increments the stencil buffer value, wrapping to zero when exceeding the unsigned byte range.
`DECREMENT_WRAP` | Number | Decrements the stencil buffer value, wrapping to the maximum unsigned byte instead of going below zero.

#### StripeOrientation : Number
DataSources/StripeOrientation.js 6

Defined the orientation of stripes in `StripeMaterialProperty`.

##### Properties:

Name | Type | Description
--- | --- | ---
`HORIZONTAL` | Number | Horizontal orientation.
`VERTICAL` | Number | Vertical orientation.

#### terrainProvider
MapGIS/Analysis/CutFillAnalysis.js 220

地形，用于地形填挖方分析时计算采样点高程

#### TextureMagnificationFilter : Number
Renderer/TextureMagnificationFilter.js 10

Enumerates all possible filters used when magnifying WebGL textures.

##### Properties:

Name | Type | Description
--- | --- | ---
`NEAREST` | Number | Samples the texture by returning the closest pixel.
`LINEAR` | Number | Samples the texture through bi-linear interpolation of the four nearest pixels. This produces smoother results than `NEAREST` filtering.

##### See:

- TextureMinificationFilter

#### TextureMinificationFilter : Number
Renderer/TextureMinificationFilter.js 10

Enumerates all possible filters used when minifying WebGL textures.

##### Properties:

Name | Type | Description
--- | --- | ---
`NEAREST` | Number | Samples the texture by returning the closest pixel.
`LINEAR` | Number | Samples the texture through bi-linear interpolation of the four nearest pixels. This produces smoother results than `NEAREST` filtering.
`NEAREST_MIPMAP_NEAREST` | Number | Selects the nearest mip level and applies nearest sampling within that level. Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.
`LINEAR_MIPMAP_NEAREST` | Number | Selects the nearest mip level and applies linear sampling within that level. Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.
`NEAREST_MIPMAP_LINEAR` | Number | Read texture values with nearest sampling from two adjacent mip levels and linearly interpolate the results. This option provides a good balance of visual quality and speed when sampling from a mipmapped texture. Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.
`LINEAR_MIPMAP_LINEAR` | Number | Read texture values with linear sampling from two adjacent mip levels and linearly interpolate the results. This option provides a good balance of visual quality and speed when sampling from a mipmapped texture. Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.

##### See:

- TextureMagnificationFilter

#### TimeStandard : Number
Core/TimeStandard.js 8

Provides the type of time standards which JulianDate can take as input.

##### Properties:

Name | Type | Description
--- | --- | ---
`UTC` | Number | Represents the coordinated Universal Time (UTC) time standard. UTC is related to TAI according to the relationship `UTC = TAI - deltaT` where `deltaT` is the number of leap seconds which have been introduced as of the time in TAI.
`TAI` | Number | Represents the International Atomic Time (TAI) time standard. TAI is the principal time standard to which the other time standards are related.

##### See:

- JulianDate

#### VerticalOrigin : Number
Scene/VerticalOrigin.js 16

The vertical location of an origin relative to an object, e.g., a `Billboard` or `Label`. For example, setting the vertical origin to `TOP` or `BOTTOM` will display a billboard above or below (in screen space) the anchor position.

##### Properties:

Name | Type | Description
--- | --- | ---
`CENTER` | Number | The origin is at the vertical center between `BASELINE` and `TOP`.
`BOTTOM` | Number | The origin is at the bottom of the object.
`BASELINE` | Number | If the object contains text, the origin is at the baseline of the text, else the origin is at the bottom of the object.
`TOP` | Number | The origin is at the top of the object.

##### See:

- Billboard#verticalOrigin
- Label#verticalOrigin

#### videoHTML : HTMLVideoElement
MapGIS/Analysis/SceneProjector.js 530

用于给投影纹理读视频流的HTMLVideo标签

#### videoReady : Boolean
MapGIS/Analysis/SceneProjector.js 518

视频流准备完成

Default Value: `false`

#### Visibility : Number
Core/Visibility.js 9

This enumerated type is used in determining to what extent an object, the occludee, is visible during horizon culling. An occluder may fully block an occludee, in which case it has no visibility, may partially block an occludee from view, or may not block it at all, leading to full visibility.

##### Properties:

Name | Type | Description
--- | --- | ---
`NONE` | Number | Represents that no part of an object is visible.
`PARTIAL` | Number | Represents that part, but not all, of an object is visible
`FULL` | Number | Represents that an object is visible in its entirety.

#### WebGLConstants : Number
Core/WebGLConstants.js 12

Enum containing WebGL Constant values by name. for use without an active WebGL context, or in cases where certain constants are unavailable using the WebGL context (For example, in Safari 9). These match the constants from the WebGL 1.0 and WebGL 2.0 specifications.

##### Properties:

Name | Type | Description
--- | --- | ---
`DEPTH_BUFFER_BIT` | Number |
`STENCIL_BUFFER_BIT` | Number |
`COLOR_BUFFER_BIT` | Number |
`POINTS` | Number |
`LINES` | Number |
`LINE_LOOP` | Number |
`LINE_STRIP` | Number |
`TRIANGLES` | Number |
`TRIANGLE_STRIP` | Number |
`TRIANGLE_FAN` | Number |
`ZERO` | Number |
`ONE` | Number |
`SRC_COLOR` | Number |
`ONE_MINUS_SRC_COLOR` | Number |
`SRC_ALPHA` | Number |
`ONE_MINUS_SRC_ALPHA` | Number |
`DST_ALPHA` | Number |
`ONE_MINUS_DST_ALPHA` | Number |
`DST_COLOR` | Number |
`ONE_MINUS_DST_COLOR` | Number |
`SRC_ALPHA_SATURATE` | Number |
`FUNC_ADD` | Number |
`BLEND_EQUATION` | Number |
`BLEND_EQUATION_RGB` | Number |
`BLEND_EQUATION_ALPHA` | Number |
`FUNC_SUBTRACT` | Number |
`FUNC_REVERSE_SUBTRACT` | Number |
`BLEND_DST_RGB` | Number |
`BLEND_SRC_RGB` | Number |
`BLEND_DST_ALPHA` | Number |
`BLEND_SRC_ALPHA` | Number |
`CONSTANT_COLOR` | Number |
`ONE_MINUS_CONSTANT_COLOR` | Number |
`CONSTANT_ALPHA` | Number |
`ONE_MINUS_CONSTANT_ALPHA` | Number |
`BLEND_COLOR` | Number |
`ARRAY_BUFFER` | Number |
`ELEMENT_ARRAY_BUFFER` | Number |
`ARRAY_BUFFER_BINDING` | Number |
`ELEMENT_ARRAY_BUFFER_BINDING` | Number |
`STREAM_DRAW` | Number |
`STATIC_DRAW` | Number |
`DYNAMIC_DRAW` | Number |
`BUFFER_SIZE` | Number |
`BUFFER_USAGE` | Number |
`CURRENT_VERTEX_ATTRIB` | Number |
`FRONT` | Number |
`BACK` | Number |
`FRONT_AND_BACK` | Number |
`CULL_FACE` | Number |
`BLEND` | Number |
`DITHER` | Number |
`STENCIL_TEST` | Number |
`DEPTH_TEST` | Number |
`SCISSOR_TEST` | Number |
`POLYGON_OFFSET_FILL` | Number |
`SAMPLE_ALPHA_TO_COVERAGE` | Number |
`SAMPLE_COVERAGE` | Number |
`NO_ERROR` | Number |
`INVALID_ENUM` | Number |
`INVALID_VALUE` | Number |
`INVALID_OPERATION` | Number |
`OUT_OF_MEMORY` | Number |
`CW` | Number |
`CCW` | Number |
`LINE_WIDTH` | Number |
`ALIASED_POINT_SIZE_RANGE` | Number |
`ALIASED_LINE_WIDTH_RANGE` | Number |
`CULL_FACE_MODE` | Number |
`FRONT_FACE` | Number |
`DEPTH_RANGE` | Number |
`DEPTH_WRITEMASK` | Number |
`DEPTH_CLEAR_VALUE` | Number |
`DEPTH_FUNC` | Number |
`STENCIL_CLEAR_VALUE` | Number |
`STENCIL_FUNC` | Number |
`STENCIL_FAIL` | Number |
`STENCIL_PASS_DEPTH_FAIL` | Number |
`STENCIL_PASS_DEPTH_PASS` | Number |
`STENCIL_REF` | Number |
`STENCIL_VALUE_MASK` | Number |
`STENCIL_WRITEMASK` | Number |
`STENCIL_BACK_FUNC` | Number |
`STENCIL_BACK_FAIL` | Number |
`STENCIL_BACK_PASS_DEPTH_FAIL` | Number |
`STENCIL_BACK_PASS_DEPTH_PASS` | Number |
`STENCIL_BACK_REF` | Number |
`STENCIL_BACK_VALUE_MASK` | Number |
`STENCIL_BACK_WRITEMASK` | Number |
`VIEWPORT` | Number |
`SCISSOR_BOX` | Number |
`COLOR_CLEAR_VALUE` | Number |
`COLOR_WRITEMASK` | Number |
`UNPACK_ALIGNMENT` | Number |
`PACK_ALIGNMENT` | Number |
`MAX_TEXTURE_SIZE` | Number |
`MAX_VIEWPORT_DIMS` | Number |
`SUBPIXEL_BITS` | Number |
`RED_BITS` | Number |
`GREEN_BITS` | Number |
`BLUE_BITS` | Number |
`ALPHA_BITS` | Number |
`DEPTH_BITS` | Number |
`STENCIL_BITS` | Number |
`POLYGON_OFFSET_UNITS` | Number |
`POLYGON_OFFSET_FACTOR` | Number |
`TEXTURE_BINDING_2D` | Number |
`SAMPLE_BUFFERS` | Number |
`SAMPLES` | Number |
`SAMPLE_COVERAGE_VALUE` | Number |
`SAMPLE_COVERAGE_INVERT` | Number |
`COMPRESSED_TEXTURE_FORMATS` | Number |
`DONT_CARE` | Number |
`FASTEST` | Number |
`NICEST` | Number |
`GENERATE_MIPMAP_HINT` | Number |
`BYTE` | Number |
`UNSIGNED_BYTE` | Number |
`SHORT` | Number |
`UNSIGNED_SHORT` | Number |
`INT` | Number |
`UNSIGNED_INT` | Number |
`FLOAT` | Number |
`DEPTH_COMPONENT` | Number |
`ALPHA` | Number |
`RGB` | Number |
`RGBA` | Number |
`LUMINANCE` | Number |
`LUMINANCE_ALPHA` | Number |
`UNSIGNED_SHORT_4_4_4_4` | Number |
`UNSIGNED_SHORT_5_5_5_1` | Number |
`UNSIGNED_SHORT_5_6_5` | Number |
`FRAGMENT_SHADER` | Number |
`VERTEX_SHADER` | Number |
`MAX_VERTEX_ATTRIBS` | Number |
`MAX_VERTEX_UNIFORM_VECTORS` | Number |
`MAX_VARYING_VECTORS` | Number |
`MAX_COMBINED_TEXTURE_IMAGE_UNITS` | Number |
`MAX_VERTEX_TEXTURE_IMAGE_UNITS` | Number |
`MAX_TEXTURE_IMAGE_UNITS` | Number |
`MAX_FRAGMENT_UNIFORM_VECTORS` | Number |
`SHADER_TYPE` | Number |
`DELETE_STATUS` | Number |
`LINK_STATUS` | Number |
`VALIDATE_STATUS` | Number |
`ATTACHED_SHADERS` | Number |
`ACTIVE_UNIFORMS` | Number |
`ACTIVE_ATTRIBUTES` | Number |
`SHADING_LANGUAGE_VERSION` | Number |
`CURRENT_PROGRAM` | Number |
`NEVER` | Number |
`LESS` | Number |
`EQUAL` | Number |
`LEQUAL` | Number |
`GREATER` | Number |
`NOTEQUAL` | Number |
`GEQUAL` | Number |
`ALWAYS` | Number |
`KEEP` | Number |
`REPLACE` | Number |
`INCR` | Number |
`DECR` | Number |
`INVERT` | Number |
`INCR_WRAP` | Number |
`DECR_WRAP` | Number |
`VENDOR` | Number |
`RENDERER` | Number |
`VERSION` | Number |
`NEAREST` | Number |
`LINEAR` | Number |
`NEAREST_MIPMAP_NEAREST` | Number |
`LINEAR_MIPMAP_NEAREST` | Number |
`NEAREST_MIPMAP_LINEAR` | Number |
`LINEAR_MIPMAP_LINEAR` | Number |
`TEXTURE_MAG_FILTER` | Number |
`TEXTURE_MIN_FILTER` | Number |
`TEXTURE_WRAP_S` | Number |
`TEXTURE_WRAP_T` | Number |
`TEXTURE_2D` | Number |
`TEXTURE` | Number |
`TEXTURE_CUBE_MAP` | Number |
`TEXTURE_BINDING_CUBE_MAP` | Number |
`TEXTURE_CUBE_MAP_POSITIVE_X` | Number |
`TEXTURE_CUBE_MAP_NEGATIVE_X` | Number |
`TEXTURE_CUBE_MAP_POSITIVE_Y` | Number |
`TEXTURE_CUBE_MAP_NEGATIVE_Y` | Number |
`TEXTURE_CUBE_MAP_POSITIVE_Z` | Number |
`TEXTURE_CUBE_MAP_NEGATIVE_Z` | Number |
`MAX_CUBE_MAP_TEXTURE_SIZE` | Number |
`TEXTURE0` | Number |
`TEXTURE1` | Number |
`TEXTURE2` | Number |
`TEXTURE3` | Number |
`TEXTURE4` | Number |
`TEXTURE5` | Number |
`TEXTURE6` | Number |
`TEXTURE7` | Number |
`TEXTURE8` | Number |
`TEXTURE9` | Number |
`TEXTURE10` | Number |
`TEXTURE11` | Number |
`TEXTURE12` | Number |
`TEXTURE13` | Number |
`TEXTURE14` | Number |
`TEXTURE15` | Number |
`TEXTURE16` | Number |
`TEXTURE17` | Number |
`TEXTURE18` | Number |
`TEXTURE19` | Number |
`TEXTURE20` | Number |
`TEXTURE21` | Number |
`TEXTURE22` | Number |
`TEXTURE23` | Number |
`TEXTURE24` | Number |
`TEXTURE25` | Number |
`TEXTURE26` | Number |
`TEXTURE27` | Number |
`TEXTURE28` | Number |
`TEXTURE29` | Number |
`TEXTURE30` | Number |
`TEXTURE31` | Number |
`ACTIVE_TEXTURE` | Number |
`REPEAT` | Number |
`CLAMP_TO_EDGE` | Number |
`MIRRORED_REPEAT` | Number |
`FLOAT_VEC2` | Number |
`FLOAT_VEC3` | Number |
`FLOAT_VEC4` | Number |
`INT_VEC2` | Number |
`INT_VEC3` | Number |
`INT_VEC4` | Number |
`BOOL` | Number |
`BOOL_VEC2` | Number |
`BOOL_VEC3` | Number |
`BOOL_VEC4` | Number |
`FLOAT_MAT2` | Number |
`FLOAT_MAT3` | Number |
`FLOAT_MAT4` | Number |
`SAMPLER_2D` | Number |
`SAMPLER_CUBE` | Number |
`VERTEX_ATTRIB_ARRAY_ENABLED` | Number |
`VERTEX_ATTRIB_ARRAY_SIZE` | Number |
`VERTEX_ATTRIB_ARRAY_STRIDE` | Number |
`VERTEX_ATTRIB_ARRAY_TYPE` | Number |
`VERTEX_ATTRIB_ARRAY_NORMALIZED` | Number |
`VERTEX_ATTRIB_ARRAY_POINTER` | Number |
`VERTEX_ATTRIB_ARRAY_BUFFER_BINDING` | Number |
`IMPLEMENTATION_COLOR_READ_TYPE` | Number |
`IMPLEMENTATION_COLOR_READ_FORMAT` | Number |
`COMPILE_STATUS` | Number |
`LOW_FLOAT` | Number |
`MEDIUM_FLOAT` | Number |
`HIGH_FLOAT` | Number |
`LOW_INT` | Number |
`MEDIUM_INT` | Number |
`HIGH_INT` | Number |
`FRAMEBUFFER` | Number |
`RENDERBUFFER` | Number |
`RGBA4` | Number |
`RGB5_A1` | Number |
`RGB565` | Number |
`DEPTH_COMPONENT16` | Number |
`STENCIL_INDEX` | Number |
`STENCIL_INDEX8` | Number |
`DEPTH_STENCIL` | Number |
`RENDERBUFFER_WIDTH` | Number |
`RENDERBUFFER_HEIGHT` | Number |
`RENDERBUFFER_INTERNAL_FORMAT` | Number |
`RENDERBUFFER_RED_SIZE` | Number |
`RENDERBUFFER_GREEN_SIZE` | Number |
`RENDERBUFFER_BLUE_SIZE` | Number |
`RENDERBUFFER_ALPHA_SIZE` | Number |
`RENDERBUFFER_DEPTH_SIZE` | Number |
`RENDERBUFFER_STENCIL_SIZE` | Number |
`FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE` | Number |
`FRAMEBUFFER_ATTACHMENT_OBJECT_NAME` | Number |
`FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL` | Number |
`FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE` | Number |
`COLOR_ATTACHMENT0` | Number |
`DEPTH_ATTACHMENT` | Number |
`STENCIL_ATTACHMENT` | Number |
`DEPTH_STENCIL_ATTACHMENT` | Number |
`NONE` | Number |
`FRAMEBUFFER_COMPLETE` | Number |
`FRAMEBUFFER_INCOMPLETE_ATTACHMENT` | Number |
`FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT` | Number |
`FRAMEBUFFER_INCOMPLETE_DIMENSIONS` | Number |
`FRAMEBUFFER_UNSUPPORTED` | Number |
`FRAMEBUFFER_BINDING` | Number |
`RENDERBUFFER_BINDING` | Number |
`MAX_RENDERBUFFER_SIZE` | Number |
`INVALID_FRAMEBUFFER_OPERATION` | Number |
`UNPACK_FLIP_Y_WEBGL` | Number |
`UNPACK_PREMULTIPLY_ALPHA_WEBGL` | Number |
`CONTEXT_LOST_WEBGL` | Number |
`UNPACK_COLORSPACE_CONVERSION_WEBGL` | Number |
`BROWSER_DEFAULT_WEBGL` | Number |
`COMPRESSED_RGB_S3TC_DXT1_EXT` | Number |
`COMPRESSED_RGBA_S3TC_DXT1_EXT` | Number |
`COMPRESSED_RGBA_S3TC_DXT3_EXT` | Number |
`COMPRESSED_RGBA_S3TC_DXT5_EXT` | Number |
`COMPRESSED_RGB_PVRTC_4BPPV1_IMG` | Number |
`COMPRESSED_RGB_PVRTC_2BPPV1_IMG` | Number |
`COMPRESSED_RGBA_PVRTC_4BPPV1_IMG` | Number |
`COMPRESSED_RGBA_PVRTC_2BPPV1_IMG` | Number |
`COMPRESSED_RGBA_ASTC_4x4_WEBGL` | Number |
`COMPRESSED_RGB_ETC1_WEBGL` | Number |
`COMPRESSED_RGBA_BPTC_UNORM` | Number |
`HALF_FLOAT_OES` | Number |
`DOUBLE` | Number |
`READ_BUFFER` | Number |
`UNPACK_ROW_LENGTH` | Number |
`UNPACK_SKIP_ROWS` | Number |
`UNPACK_SKIP_PIXELS` | Number |
`PACK_ROW_LENGTH` | Number |
`PACK_SKIP_ROWS` | Number |
`PACK_SKIP_PIXELS` | Number |
`COLOR` | Number |
`DEPTH` | Number |
`STENCIL` | Number |
`RED` | Number |
`RGB8` | Number |
`RGBA8` | Number |
`RGB10_A2` | Number |
`TEXTURE_BINDING_3D` | Number |
`UNPACK_SKIP_IMAGES` | Number |
`UNPACK_IMAGE_HEIGHT` | Number |
`TEXTURE_3D` | Number |
`TEXTURE_WRAP_R` | Number |
`MAX_3D_TEXTURE_SIZE` | Number |
`UNSIGNED_INT_2_10_10_10_REV` | Number |
`MAX_ELEMENTS_VERTICES` | Number |
`MAX_ELEMENTS_INDICES` | Number |
`TEXTURE_MIN_LOD` | Number |
`TEXTURE_MAX_LOD` | Number |
`TEXTURE_BASE_LEVEL` | Number |
`TEXTURE_MAX_LEVEL` | Number |
`MIN` | Number |
`MAX` | Number |
`DEPTH_COMPONENT24` | Number |
`MAX_TEXTURE_LOD_BIAS` | Number |
`TEXTURE_COMPARE_MODE` | Number |
`TEXTURE_COMPARE_FUNC` | Number |
`CURRENT_QUERY` | Number |
`QUERY_RESULT` | Number |
`QUERY_RESULT_AVAILABLE` | Number |
`STREAM_READ` | Number |
`STREAM_COPY` | Number |
`STATIC_READ` | Number |
`STATIC_COPY` | Number |
`DYNAMIC_READ` | Number |
`DYNAMIC_COPY` | Number |
`MAX_DRAW_BUFFERS` | Number |
`DRAW_BUFFER0` | Number |
`DRAW_BUFFER1` | Number |
`DRAW_BUFFER2` | Number |
`DRAW_BUFFER3` | Number |
`DRAW_BUFFER4` | Number |
`DRAW_BUFFER5` | Number |
`DRAW_BUFFER6` | Number |
`DRAW_BUFFER7` | Number |
`DRAW_BUFFER8` | Number |
`DRAW_BUFFER9` | Number |
`DRAW_BUFFER10` | Number |
`DRAW_BUFFER11` | Number |
`DRAW_BUFFER12` | Number |
`DRAW_BUFFER13` | Number |
`DRAW_BUFFER14` | Number |
`DRAW_BUFFER15` | Number |
`MAX_FRAGMENT_UNIFORM_COMPONENTS` | Number |
`MAX_VERTEX_UNIFORM_COMPONENTS` | Number |
`SAMPLER_3D` | Number |
`SAMPLER_2D_SHADOW` | Number |
`FRAGMENT_SHADER_DERIVATIVE_HINT` | Number |
`PIXEL_PACK_BUFFER` | Number |
`PIXEL_UNPACK_BUFFER` | Number |
`PIXEL_PACK_BUFFER_BINDING` | Number |
`PIXEL_UNPACK_BUFFER_BINDING` | Number |
`FLOAT_MAT2x3` | Number |
`FLOAT_MAT2x4` | Number |
`FLOAT_MAT3x2` | Number |
`FLOAT_MAT3x4` | Number |
`FLOAT_MAT4x2` | Number |
`FLOAT_MAT4x3` | Number |
`SRGB` | Number |
`SRGB8` | Number |
`SRGB8_ALPHA8` | Number |
`COMPARE_REF_TO_TEXTURE` | Number |
`RGBA32F` | Number |
`RGB32F` | Number |
`RGBA16F` | Number |
`RGB16F` | Number |
`VERTEX_ATTRIB_ARRAY_INTEGER` | Number |
`MAX_ARRAY_TEXTURE_LAYERS` | Number |
`MIN_PROGRAM_TEXEL_OFFSET` | Number |
`MAX_PROGRAM_TEXEL_OFFSET` | Number |
`MAX_VARYING_COMPONENTS` | Number |
`TEXTURE_2D_ARRAY` | Number |
`TEXTURE_BINDING_2D_ARRAY` | Number |
`R11F_G11F_B10F` | Number |
`UNSIGNED_INT_10F_11F_11F_REV` | Number |
`RGB9_E5` | Number |
`UNSIGNED_INT_5_9_9_9_REV` | Number |
`TRANSFORM_FEEDBACK_BUFFER_MODE` | Number |
`MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS` | Number |
`TRANSFORM_FEEDBACK_VARYINGS` | Number |
`TRANSFORM_FEEDBACK_BUFFER_START` | Number |
`TRANSFORM_FEEDBACK_BUFFER_SIZE` | Number |
`TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN` | Number |
`RASTERIZER_DISCARD` | Number |
`MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS` | Number |
`MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS` | Number |
`INTERLEAVED_ATTRIBS` | Number |
`SEPARATE_ATTRIBS` | Number |
`TRANSFORM_FEEDBACK_BUFFER` | Number |
`TRANSFORM_FEEDBACK_BUFFER_BINDING` | Number |
`RGBA32UI` | Number |
`RGB32UI` | Number |
`RGBA16UI` | Number |
`RGB16UI` | Number |
`RGBA8UI` | Number |
`RGB8UI` | Number |
`RGBA32I` | Number |
`RGB32I` | Number |
`RGBA16I` | Number |
`RGB16I` | Number |
`RGBA8I` | Number |
`RGB8I` | Number |
`RED_INTEGER` | Number |
`RGB_INTEGER` | Number |
`RGBA_INTEGER` | Number |
`SAMPLER_2D_ARRAY` | Number |
`SAMPLER_2D_ARRAY_SHADOW` | Number |
`SAMPLER_CUBE_SHADOW` | Number |
`UNSIGNED_INT_VEC2` | Number |
`UNSIGNED_INT_VEC3` | Number |
`UNSIGNED_INT_VEC4` | Number |
`INT_SAMPLER_2D` | Number |
`INT_SAMPLER_3D` | Number |
`INT_SAMPLER_CUBE` | Number |
`INT_SAMPLER_2D_ARRAY` | Number |
`UNSIGNED_INT_SAMPLER_2D` | Number |
`UNSIGNED_INT_SAMPLER_3D` | Number |
`UNSIGNED_INT_SAMPLER_CUBE` | Number |
`UNSIGNED_INT_SAMPLER_2D_ARRAY` | Number |
`DEPTH_COMPONENT32F` | Number |
`DEPTH32F_STENCIL8` | Number |
`FLOAT_32_UNSIGNED_INT_24_8_REV` | Number |
`FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING` | Number |
`FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE` | Number |
`FRAMEBUFFER_ATTACHMENT_RED_SIZE` | Number |
`FRAMEBUFFER_ATTACHMENT_GREEN_SIZE` | Number |
`FRAMEBUFFER_ATTACHMENT_BLUE_SIZE` | Number |
`FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE` | Number |
`FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE` | Number |
`FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE` | Number |
`FRAMEBUFFER_DEFAULT` | Number |
`UNSIGNED_INT_24_8` | Number |
`DEPTH24_STENCIL8` | Number |
`UNSIGNED_NORMALIZED` | Number |
`DRAW_FRAMEBUFFER_BINDING` | Number |
`READ_FRAMEBUFFER` | Number |
`DRAW_FRAMEBUFFER` | Number |
`READ_FRAMEBUFFER_BINDING` | Number |
`RENDERBUFFER_SAMPLES` | Number |
`FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER` | Number |
`MAX_COLOR_ATTACHMENTS` | Number |
`COLOR_ATTACHMENT1` | Number |
`COLOR_ATTACHMENT2` | Number |
`COLOR_ATTACHMENT3` | Number |
`COLOR_ATTACHMENT4` | Number |
`COLOR_ATTACHMENT5` | Number |
`COLOR_ATTACHMENT6` | Number |
`COLOR_ATTACHMENT7` | Number |
`COLOR_ATTACHMENT8` | Number |
`COLOR_ATTACHMENT9` | Number |
`COLOR_ATTACHMENT10` | Number |
`COLOR_ATTACHMENT11` | Number |
`COLOR_ATTACHMENT12` | Number |
`COLOR_ATTACHMENT13` | Number |
`COLOR_ATTACHMENT14` | Number |
`COLOR_ATTACHMENT15` | Number |
`FRAMEBUFFER_INCOMPLETE_MULTISAMPLE` | Number |
`MAX_SAMPLES` | Number |
`HALF_FLOAT` | Number |
`RG` | Number |
`RG_INTEGER` | Number |
`R8` | Number |
`RG8` | Number |
`R16F` | Number |
`R32F` | Number |
`RG16F` | Number |
`RG32F` | Number |
`R8I` | Number |
`R8UI` | Number |
`R16I` | Number |
`R16UI` | Number |
`R32I` | Number |
`R32UI` | Number |
`RG8I` | Number |
`RG8UI` | Number |
`RG16I` | Number |
`RG16UI` | Number |
`RG32I` | Number |
`RG32UI` | Number |
`VERTEX_ARRAY_BINDING` | Number |
`R8_SNORM` | Number |
`RG8_SNORM` | Number |
`RGB8_SNORM` | Number |
`RGBA8_SNORM` | Number |
`SIGNED_NORMALIZED` | Number |
`COPY_READ_BUFFER` | Number |
`COPY_WRITE_BUFFER` | Number |
`COPY_READ_BUFFER_BINDING` | Number |
`COPY_WRITE_BUFFER_BINDING` | Number |
`UNIFORM_BUFFER` | Number |
`UNIFORM_BUFFER_BINDING` | Number |
`UNIFORM_BUFFER_START` | Number |
`UNIFORM_BUFFER_SIZE` | Number |
`MAX_VERTEX_UNIFORM_BLOCKS` | Number |
`MAX_FRAGMENT_UNIFORM_BLOCKS` | Number |
`MAX_COMBINED_UNIFORM_BLOCKS` | Number |
`MAX_UNIFORM_BUFFER_BINDINGS` | Number |
`MAX_UNIFORM_BLOCK_SIZE` | Number |
`MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS` | Number |
`MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS` | Number |
`UNIFORM_BUFFER_OFFSET_ALIGNMENT` | Number |
`ACTIVE_UNIFORM_BLOCKS` | Number |
`UNIFORM_TYPE` | Number |
`UNIFORM_SIZE` | Number |
`UNIFORM_BLOCK_INDEX` | Number |
`UNIFORM_OFFSET` | Number |
`UNIFORM_ARRAY_STRIDE` | Number |
`UNIFORM_MATRIX_STRIDE` | Number |
`UNIFORM_IS_ROW_MAJOR` | Number |
`UNIFORM_BLOCK_BINDING` | Number |
`UNIFORM_BLOCK_DATA_SIZE` | Number |
`UNIFORM_BLOCK_ACTIVE_UNIFORMS` | Number |
`UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES` | Number |
`UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER` | Number |
`UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER` | Number |
`INVALID_INDEX` | Number |
`MAX_VERTEX_OUTPUT_COMPONENTS` | Number |
`MAX_FRAGMENT_INPUT_COMPONENTS` | Number |
`MAX_SERVER_WAIT_TIMEOUT` | Number |
`OBJECT_TYPE` | Number |
`SYNC_CONDITION` | Number |
`SYNC_STATUS` | Number |
`SYNC_FLAGS` | Number |
`SYNC_FENCE` | Number |
`SYNC_GPU_COMMANDS_COMPLETE` | Number |
`UNSIGNALED` | Number |
`SIGNALED` | Number |
`ALREADY_SIGNALED` | Number |
`TIMEOUT_EXPIRED` | Number |
`CONDITION_SATISFIED` | Number |
`WAIT_FAILED` | Number |
`SYNC_FLUSH_COMMANDS_BIT` | Number |
`VERTEX_ATTRIB_ARRAY_DIVISOR` | Number |
`ANY_SAMPLES_PASSED` | Number |
`ANY_SAMPLES_PASSED_CONSERVATIVE` | Number |
`SAMPLER_BINDING` | Number |
`RGB10_A2UI` | Number |
`INT_2_10_10_10_REV` | Number |
`TRANSFORM_FEEDBACK` | Number |
`TRANSFORM_FEEDBACK_PAUSED` | Number |
`TRANSFORM_FEEDBACK_ACTIVE` | Number |
`TRANSFORM_FEEDBACK_BINDING` | Number |
`COMPRESSED_R11_EAC` | Number |
`COMPRESSED_SIGNED_R11_EAC` | Number |
`COMPRESSED_RG11_EAC` | Number |
`COMPRESSED_SIGNED_RG11_EAC` | Number |
`COMPRESSED_RGB8_ETC2` | Number |
`COMPRESSED_SRGB8_ETC2` | Number |
`COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2` | Number |
`COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2` | Number |
`COMPRESSED_RGBA8_ETC2_EAC` | Number |
`COMPRESSED_SRGB8_ALPHA8_ETC2_EAC` | Number |
`TEXTURE_IMMUTABLE_FORMAT` | Number |
`MAX_ELEMENT_INDEX` | Number |
`TEXTURE_IMMUTABLE_LEVELS` | Number |
`MAX_TEXTURE_MAX_ANISOTROPY_EXT` | Number |

#### WindingOrder : Number
Core/WindingOrder.js 8

Winding order defines the order of vertices for a triangle to be considered front-facing.

##### Properties:

Name | Type | Description
--- | --- | ---
`CLOCKWISE` | Number | Vertices are in clockwise order.
`COUNTER_CLOCKWISE` | Number | Vertices are in counter-clockwise order.

### Methods

#### BaiduProject(options)
MapGIS/Project/BaiduProject.js 157

百度坐标投影变换

Name | Type | Description
--- | --- | ---
`options` | * |

#### barycentricCoordinates(point, p0, p1, p2, result) → Cartesian3|undefined
Core/barycentricCoordinates.js 31

Computes the barycentric coordinates for a point with respect to a triangle.

Name | Type | Description
--- | --- | ---
`point` | Cartesian2 | Cartesian3 | The point to test.
`p0` | Cartesian2 | Cartesian3 | The first point of the triangle, corresponding to the barycentric x-axis.
`p1` | Cartesian2 | Cartesian3 | The second point of the triangle, corresponding to the barycentric y-axis.
`p2` | Cartesian2 | Cartesian3 | The third point of the triangle, corresponding to the barycentric z-axis.
`result` | Cartesian3 | optional The object onto which to store the result.

##### Returns:

The modified result parameter or a new Cartesian3 instance if one was not provided. If the triangle is degenerate the function will return undefined.

##### Example:

    // Returns Cartesian3.UNIT_X
    var p = new Cesium.Cartesian3(-1.0, 0.0, 0.0);
    var b = Cesium.barycentricCoordinates(p,
      new Cesium.Cartesian3(-1.0, 0.0, 0.0),
      new Cesium.Cartesian3( 1.0, 0.0, 0.0),
      new Cesium.Cartesian3( 0.0, 1.0, 1.0));

#### binarySearch(array, itemToFind, comparator) → Number
Core/binarySearch.js 24

Finds an item in a sorted array.

Name | Type | Description
--- | --- | ---
`array` | Array | The sorted array to search.
`itemToFind` | * | The item to find in the array.
`comparator` | binarySearchComparator | The function to use to compare the item to elements in the array.

##### Returns:

The index of `itemToFind` in the array, if it exists. If `itemToFind` does not exist, the return value is a negative number which is the bitwise complement (~) of the index before which the itemToFind should be inserted in order to maintain the sorted order of the array.

##### Example:

    // Create a comparator function to search through an array of numbers.
    function comparator(a, b) {
        return a - b;
    };
    var numbers = [0, 2, 4, 6, 8];
    var index = Cesium.binarySearch(numbers, 6, comparator); // 3

#### buildModuleUrl(relativeUrl) → String
Core/buildModuleUrl.js 97

Given a relative URL under the Cesium base URL, returns an absolute URL.

Name | Type | Description
--- | --- | ---
`relativeUrl` | String | The relative path.

##### Returns:

The absolutely URL representation of the provided path.

##### Example:

    var viewer = new Cesium.Viewer("cesiumContainer", {
      imageryProvider: new Cesium.TileMapServiceImageryProvider({
      url: Cesium.buildModuleUrl("Assets/Textures/NaturalEarthII"),
      }),
      baseLayerPicker: false,
    });

#### cancelAnimationFrame(requestID)
Core/cancelAnimationFrame.js 29

A browser-independent function to cancel an animation frame requested using `requestAnimationFrame`.

Name | Type | Description
--- | --- | ---
`requestID` | Number | The value returned by `requestAnimationFrame`.

##### See:

- The WindowAnimationTiming interface

#### clone(object, deep) → Object
Core/clone.js 12

Clones an object, returning a new object containing the same properties.

Name | Type | Default | Description
--- | --- | --- | ---
`object` | Object |  | The object to clone.
`deep` | Boolean | `false` | optional If true, all properties will be deep cloned recursively.

##### Returns:

The cloned object.

#### combine(object1, object2, deep) → Object
Core/combine.js 35

Merges two objects, copying their properties onto a new combined object. When two objects have the same property, the value of the property on the first object is used. If either object is undefined, it will be treated as an empty object.

Name | Type | Default | Description
--- | --- | --- | ---
`object1` | Object |  | optional The first object to merge.
`object2` | Object |  | optional The second object to merge.
`deep` | Boolean | `false` | optional Perform a recursive merge.

##### Returns:

The combined object containing all properties from both objects.

##### Example:

    var object1 = {
        propOne : 1,
        propTwo : {
            value1 : 10
        }
    }
    var object2 = {
        propTwo : 2
    }
    var final = Cesium.combine(object1, object2);

    // final === {
    //     propOne : 1,
    //     propTwo : {
    //         value1 : 10
    //     }
    // }

#### createCommand(func, canExecute)
Widgets/createCommand.js 20

Create a Command from a given function, for use with ViewModels. A Command is a function with an extra `canExecute` observable property to determine whether the command can be executed. When executed, a Command function will check the value of `canExecute` and throw if false. It also provides events for when a command has been or is about to be executed.

Name | Type | Default | Description
--- | --- | --- | ---
`func` | function |  | The function to execute.
`canExecute` | Boolean | `true` | optional A boolean indicating whether the function can currently be executed.

#### createElevationBandMaterial(options) → Material
Scene/createElevationBandMaterial.js 342

Creates a `Material` that combines multiple layers of color/gradient bands and maps them to terrain heights. The shader does a binary search over all the heights to find out which colors are above and below a given height, and interpolates between them for the final color. This material supports hundreds of entries relatively cheaply.

Name | Type | Description
--- | --- | ---

`options`

Object

Object with the following properties:

Name | Type | Description
--- | --- | ---
`scene` | Scene | The scene where the visualization is taking place.
`layers` | Array.<createElevationBandMaterialBand> | A list of bands ordered from lowest to highest precedence.

##### Returns:

A new `Material` instance.

##### Example:

    scene.globe.material = Cesium.createElevationBandMaterial({
        scene : scene,
        layers : [{
            entries : [{
                height : 4200.0,
                color : new Cesium.Color(0.0, 0.0, 0.0, 1.0)
            }, {
                height : 8848.0,
                color : new Cesium.Color(1.0, 1.0, 1.0, 1.0)
            }],
            extendDownwards : true,
            extendUpwards : true,
        }, {
            entries : [{
                height : 7000.0,
                color : new Cesium.Color(1.0, 0.0, 0.0, 0.5)
            }, {
                height : 7100.0,
                color : new Cesium.Color(1.0, 0.0, 0.0, 0.5)
            }]
        }]
    });

##### Demo:

- Cesium Sandcastle Elevation Band Demo

#### createGuid() → String
Core/createGuid.js 14

Creates a Globally unique identifier (GUID) string. A GUID is 128 bits long, and can guarantee uniqueness across space and time.

##### Returns:

##### Example:

    this.guid = Cesium.createGuid();

##### See:

- RFC 4122 A Universally Unique IDentifier (UUID) URN Namespace

#### createOsmBuildings(options) → Cesium3DTileset
Scene/createOsmBuildings.js 50

Creates a `Cesium3DTileset` instance for the Cesium OSM Buildings tileset.

Name | Type | Description
--- | --- | ---

`options`

Object

optional Construction options. Any options allowed by the `Cesium3DTileset` constructor may be specified here. In addition to those, the following properties are supported:

Name | Type | Default | Description
--- | --- | --- | ---
`defaultColor` | Color | `Color.WHITE` | optional The default color to use for buildings that do not have a color. This parameter is ignored if `options.style` is specified.
`style` | Cesium3DTileStyle |  | optional The style to use with the tileset. If not specified, a default style is used which gives each building or building part a color inferred from its OpenStreetMap `tags`. If no color can be inferred, `options.defaultColor` is used.
`showOutline` | Boolean | `true` | optional Whether to show outlines around buildings. When true, outlines are displayed. When false, outlines are not displayed.

##### Returns:

##### Examples:

    // Create Cesium OSM Buildings with default styling
    var viewer = new Cesium.Viewer('cesiumContainer');
    viewer.scene.primitives.add(Cesium.createOsmBuildings());

    // Create Cesium OSM Buildings with a custom style highlighting
    // schools and hospitals.
    viewer.scene.primitives.add(Cesium.createOsmBuildings({
      style: new Cesium.Cesium3DTileStyle({
        color: {
          conditions: [
            ["${feature['building']} === 'hospital'", "color('#0000FF')"],
            ["${feature['building']} === 'school'", "color('#00FF00')"],
            [true, "color('#ffffff')"]
          ]
        }
      })
    }));

##### See:

- Ion

#### createTangentSpaceDebugPrimitive(options) → Primitive
Scene/createTangentSpaceDebugPrimitive.js 32

Creates a `Primitive` to visualize well-known vector vertex attributes: `normal`, `tangent`, and `bitangent`. Normal is red; tangent is green; and bitangent is blue. If an attribute is not present, it is not drawn.

Name | Type | Description
--- | --- | ---

`options`

Object

Object with the following properties:

Name | Type | Default | Description
--- | --- | --- | ---
`geometry` | Geometry |  | The `Geometry` instance with the attribute.
`length` | Number | `10000.0` | optional The length of each line segment in meters. This can be negative to point the vector in the opposite direction.
`modelMatrix` | Matrix4 | `Matrix4.IDENTITY` | optional The model matrix that transforms to transform the geometry from model to world coordinates.

##### Returns:

A new `Primitive` instance with geometry for the vectors.

##### Example:

    scene.primitives.add(Cesium.createTangentSpaceDebugPrimitive({
       geometry : instance.geometry,
       length : 100000.0,
       modelMatrix : instance.modelMatrix
    }));

#### createWorldImagery(options) → IonImageryProvider
Scene/createWorldImagery.js 31

Creates an `IonImageryProvider` instance for ion's default global base imagery layer, currently Bing Maps.

Name | Type | Description
--- | --- | ---

`options`

Object

optional Object with the following properties:

Name | Type | Default | Description
--- | --- | --- | ---
`style` | IonWorldImageryStyle | `IonWorldImageryStyle` | optional The style of base imagery, only AERIAL, AERIAL_WITH_LABELS, and ROAD are currently supported.

##### Returns:

##### Examples:

    // Create Cesium World Terrain with default settings
    var viewer = new Cesium.Viewer('cesiumContainer', {
        imageryProvider : Cesium.createWorldImagery();
    });

    // Create Cesium World Terrain with water and normals.
    var viewer = new Cesium.Viewer('cesiumContainer', {
        imageryProvider : Cesium.createWorldImagery({
            style: Cesium.IonWorldImageryStyle.AERIAL_WITH_LABELS
        })
    });

##### See:

- Ion

#### createWorldTerrain(options) → CesiumTerrainProvider
Core/createWorldTerrain.js 33

Creates a `CesiumTerrainProvider` instance for the Cesium World Terrain.

Name | Type | Description
--- | --- | ---

`options`

Object

optional Object with the following properties:

Name | Type | Default | Description
--- | --- | --- | ---
`requestVertexNormals` | Boolean | `false` | optional Flag that indicates if the client should request additional lighting information from the server if available.
`requestWaterMask` | Boolean | `false` | optional Flag that indicates if the client should request per tile water masks from the server if available.

##### Returns:

##### Examples:

    // Create Cesium World Terrain with default settings
    var viewer = new Cesium.Viewer('cesiumContainer', {
        terrainProvider : Cesium.createWorldTerrain();
    });

    // Create Cesium World Terrain with water and normals.
    var viewer = new Cesium.Viewer('cesiumContainer', {
        terrainProvider : Cesium.createWorldTerrain({
            requestWaterMask : true,
            requestVertexNormals : true
        });
    });

##### See:

- Ion

#### CustomShader(options)
MapGIS/Material/CustomShader.js 301

自定义着色器对象，允许自定义M3D缓存图层的顶点着色器和片元着色器代码

Name | Type | Description
--- | --- | ---

`options`

Object

optional 初始化参数

Name | Type | Default | Description
--- | --- | --- | ---
`uniforms` | Array | `{}` | optional 传入的uniform变量，类型必须为Cesium.WebGLConstants里的类型， 建议如果是非纹理类型的数据不要使用uniform变量传入，因为uniform变量必须在模型加载时赋值，后面无法修改，如果是想要实时变化， 可以在shader里面实时赋值；注意这里说的uniform变量必须在模型加载时赋值是因为，uniform变量是随着顶点传入webgl中的， 如果要修改必须将模型重新加载，并将数据传入webgl，使用这种方式会导致性能会下降很多；
`varyings` | Array | `{}` | optional 传入的varying变量
`vertexShaderText` | String | `''` | optional 传入的顶点着色器代码，必须重写fragmentMain方法
`fragmentShaderText` | String | `''` | optional 传入的片元着色器代码，必须重写vertexMain方法

##### Example:

    -------------使用viewer.scene.layers.appendM3DLayer添加图层---------------------------
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/2.0/武汉建筑轮廓白/武汉建筑轮廓白.mcj';
    index = viewer.scene.layers.appendM3DLayer(url, {
        //设置自定义着色器
        customShader: new Cesium.CustomShader({})
    });
    -------------使用viewer.scene.layers.appendSceneLayer添加图层---------------------------
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/1.0/ZondyFaceModels/ZondyFaceModels.mcj';
    index = viewer.scene.layers.appendSceneLayer(url, {
        //设置自定义着色器
        customShader: new Cesium.CustomShader({})
    })
    -------------当数据被切块时，在callback函数中实时更新shader---------------------------
    //M3DServer服务
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/1.0/ZondyFaceModels/ZondyFaceModels.mcj';
    index = viewer.scene.layers.appendM3DLayer(url, {
        //在callback中更新shader
        callback: function() {
            //根据index获取M3D对象
            var tileSet = viewer.scene.layers.getM3DLayer(index);
            //确保对象存在
            if(tileSet) {
                 //更新你的shader
                 tileSet.customShader = new Cesium.CustomShader({})
            }
        }
    });
    //SceneServer服务或G3DServer服务
    var tileSet;
    viewer.scene.layers.appendSceneLayer('http://webclient.smaryun.com:8089/igs/rest/g3d/Scene:DaYanTa-M3D', {
        //在loaded中获取M3D对像
        loaded: function (layer) {
            layerScene = layer;
        },
        //在callback中更新shader
        callback: function() {
            //确保对象存在
            if(layerScene) {
                //更新你的shader
                layerScene.customShader = new Cesium.CustomShader({});
            }
         }
    });
    -------------传入uniform变量---------------------------
    //加载M3D模型
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/1.0/ZondyFaceModels/ZondyFaceModels.mcj';
    //必须在模型初始化时，给uniform变量赋值
    index = viewer.scene.layers.appendM3DLayer(url, {
        //设置自定义着色器
        customShader: new Cesium.CustomShader({
            //传入uniform变量
            uniforms: {
                //第一个变量
                u_uniform1: {
                    //类型，必须为Cesium.WebGLConstants里的类型
                    type: Cesium.WebGLConstants.FLOAT,
                    //值
                    value: -100.0
                },
                //第二个变量
                u_uniform2: {
                    //类型，必须为Cesium.WebGLConstants里的类型
                    type: Cesium.WebGLConstants.FLOAT,
                    //值
                    value: -100.0
                }
            }
        })
    });
    -------------传入varying变量，并在顶点和片元着色器中使用---------------------------
    //加载M3D模型
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/1.0/ZondyFaceModels/ZondyFaceModels.mcj';
    index = viewer.scene.layers.appendM3DLayer(url, {
         //设置自定义着色器
         customShader: new Cesium.CustomShader({
             //传入varying变量
             varyings: {
                 //设置一个变量，注意varying变量仅用于顶点着色器像片元着色器传值，因此没有初始值
                 u_test: {
                     //类型，必须为Cesium.WebGLConstants里的类型
                     type: Cesium.WebGLConstants.FLOAT
                 }
             },
             //顶点着色器代码
             vertexShaderText:
             //在顶点着色器中，将当前顶点的y值赋给u_test
             'void vertexMain(float frameNumber, vec4 oid, inout vec4 position){\n' +
             '  u_test = position.y;\n' +
             '}\n',
             //片元着色器代码
             fragmentShaderText:
             //在片元着色器中，使用u_test的值
             'void fragmentMain(vec4 position, float frameNumber, vec4 oid, inout vec4 fragColor){\n' +
             //设置渐变颜色
             '   vec4 gradiantColor = vec4(0.0, 0.0, 1.0, 0.0);\n' +
             //获取当前顶点高度，注意这里的高度是相对于模型原点的，具体高度范围请从外包盒中获取
             //该模型地下有34米，为方便计算，抬高34米
             //在这里使用了varying变量
             '   float currentHeight = u_test + 34.0;\n' +
             //颜色从140到0进行渐变
             '   if(currentHeight > 0.0) {\n' +
             '       gradiantColor *= currentHeight / 140.0;\n' +
             //注意改变颜色是加法/减法，改变亮度是乘法
             '       fragColor += gradiantColor;\n' +
             '   }\n' +
             '}\n'
         })
    });
    -------------传入顶点着色器代码---------------------------
    //加载M3D模型
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/1.0/ZondyFaceModels/ZondyFaceModels.mcj';
    index = viewer.scene.layers.appendM3DLayer(url, {
        //设置自定义着色器
        customShader: new Cesium.CustomShader({
             //顶点着色器代码
             vertexShaderText:
             //参考1.87以上版本写法，必须重写vertexMain方法
             //frameNumber：帧时间，顶点的oid，position：顶点坐标
             'void vertexMain(float frameNumber, vec4 oid, inout vec4 position){\n' +
              //如果高度超过0米，抬高100米
              '  if(position.y > 0.0) {\n' +
              //抬高100米
              '    position.y += 100.0;\n' +
              '  }\n' +
             '}\n'
        })
    });
    -------------传入片元着色器代码---------------------------
    //加载M3D模型
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/1.0/ZondyFaceModels/ZondyFaceModels.mcj';
    index = viewer.scene.layers.appendM3DLayer(url, {
        //设置自定义着色器
        customShader: new Cesium.CustomShader({
             //设置片元着色器代码
             fragmentShaderText:
             //参考1.87以上版本写法，必须重写fragmentMain方法
             //position：顶点坐标，frameNumber：帧时间，顶点的oid，fragColor：顶点颜色
             'void fragmentMain(vec4 position, float frameNumber, vec4 oid, inout vec4 fragColor){\n' +
             //给一个蓝色的覆盖物颜色
             '  fragColor += vec4(0.0, 0.0, 0.3, 0.0);\n' +
             '}\n',
        })
    });
    -------------动态修改着色器---------------------------
    //添加M3D数据
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/1.0/ZondyFaceModels/ZondyFaceModels.mcj';
    //在初始化时，传入uniform变量
    index = viewer.scene.layers.appendM3DLayer(url, {
        duration: 1,
        customShader: new Cesium.CustomShader({
            uniforms: {
                u_testHeight: {
                    type: Cesium.WebGLConstants.FLOAT,
                    value: -100.0
                }
            }
        })
    });
    //获取M3D对象
    var tileSet = viewer.scene.layers.getM3DLayer(index);
    //动态修改片元着色器
    tileSet.customShader = new Cesium.CustomShader({
       fragmentShaderText:
       //参考1.87以上版本写法，必须重写fragmentMain方法
       //position：顶点坐标，frameNumber：帧时间，顶点的oid，fragColor：顶点颜色
       'void fragmentMain(vec4 position, float frameNumber, vec4 oid, inout vec4 fragColor){\n' +
        //给一个蓝色的覆盖物颜色
         '  fragColor += vec4(0.0, 0.0, 0.3, 0.0);\n' +
       '}\n'
    });
    //动态修顶点着色器
    tileSet.customShader = new Cesium.CustomShader({
        //顶点着色器代码
        vertexShaderText:
        //参考1.87以上版本写法，必须重写vertexMain方法
        //frameNumber：帧时间，顶点的oid，position：顶点坐标
        'void vertexMain(float frameNumber, vec4 oid, inout vec4 position){\n' +
        //抬高100米
        'position.y += 100.0;\n' +
        '}\n'
    });
    -------------按高度进行颜色渐变---------------------------
    //加载M3D模型
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/1.0/ZondyFaceModels/ZondyFaceModels.mcj';
    index = viewer.scene.layers.appendM3DLayer(url, {
        //设置自定义着色器
        customShader: new Cesium.CustomShader({
             fragmentShaderText:
             //参考1.87以上版本写法，必须重写fragmentMain方法
             //position：顶点坐标，frameNumber：帧时间，顶点的oid，fragColor：顶点颜色
             'void fragmentMain(vec4 position, float frameNumber, vec4 oid, inout vec4 fragColor){\n' +
             //设置渐变颜色
             '   vec4 gradiantColor = vec4(0.0, 0.0, 1.0, 0.0);\n' +
             //获取当前顶点高度，注意这里的高度是相对于模型原点的，具体高度范围，请从模型的外包盒中获取
             //此处的最大高度为110，也是从外包盒里获取的
             '   float maxHeight = 110.0;\n' +
              //颜色从maxHeight到0进行渐变
              '   if(position.y > 0.0) {\n' +
              '       gradiantColor *= position.y / maxHeight;\n' +
             //注意改变颜色是加法/减法，改变亮度是乘法
             '       fragColor += gradiantColor;\n' +
             '   }\n' +
             '}\n'
        })
    });
    -------------呼吸灯效果---------------------------
    //加载M3D模型
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/1.0/ZondyFaceModels/ZondyFaceModels.mcj';
    index = viewer.scene.layers.appendM3DLayer(url, {
        //设置自定义着色器
        customShader: new Cesium.CustomShader({
             fragmentShaderText:
             //参考1.87以上版本写法，必须重写fragmentMain方法
             //position：顶点坐标，frameNumber：帧时间，顶点的oid，fragColor：顶点颜色
             'void fragmentMain(vec4 position, float frameNumber, vec4 oid, inout vec4 fragColor){\n' +
             //根据当前帧时间(czm_frameNumber)获取周期变化的亮度值，fract即webgl里面的取小数函数
             '   float currentLight = fract(frameNumber / 120.0) * 3.14159265;\n' +
             //根据亮度和高度过去呼吸灯颜色
             '   float breathLampColor = position.y / 320.0 / 2.0 + sin(currentLight) * 0.1;\n' +
             //修改当前颜色
             '   fragColor += vec4(51.0 / 255.0 * breathLampColor, 153.0 / 255.0 * breathLampColor, breathLampColor, 0.0);\n' +
             '}\n'
        })
    });
    -------------光圈效果---------------------------
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/1.0/ZondyFaceModels/ZondyFaceModels.mcj';
    index = viewer.scene.layers.appendM3DLayer(url, {
        //设置自定义着色器
        customShader: new Cesium.CustomShader({
             fragmentShaderText:
             //参考1.87以上版本写法，必须重写fragmentMain方法
             //position：顶点坐标，frameNumber：帧时间，顶点的oid，fragColor：顶点颜色
             'void fragmentMain(vec4 position, float frameNumber, vec4 oid, inout vec4 fragColor){\n' +
             //获取当前顶点高度，注意这里的高度是相对于模型原点的，具体高度范围，请从模型的外包盒中获取
             //此处的最大高度为110米，最小高度为-34米，也是从外包盒里获取的
             '   float currentHeight = position.y + 34.0;\n' +
             //根据当前帧时间(czm_frameNumber)，获取当前顶点所处的周期
             '   float time = fract(frameNumber / 360.0);\n' +
             //获取当前高度占整体高度的百分比，0到1之间的值
             //clamp参考https://learn.microsoft.com/zh-cn/previous-versions/hh308289(v=vs.120)
             '   currentHeight = clamp(currentHeight / (110.0 + 34.0), 0.0, 1.0);\n' +
             //处理周期
             '   time = abs(time - 0.5) * 2.0;\n' +
             //根据高度和周期计算光圈
             '   float circle = step(0.005, abs(currentHeight - time));\n' +
             //更新颜色
             '   fragColor.rgb += fragColor.rgb * (1.0 - circle);\n' +
             '}\n'
        })
    });
    -------------渐变+光圈+高亮---------------------------
    var url = 'http://192.168.82.89:8200/3DData/ModelCache/M3D/2.0/武汉建筑轮廓白/武汉建筑轮廓白.mcj';
    index = viewer.scene.layers.appendM3DLayer(url, {
        //设置自定义着色器
        customShader: new Cesium.CustomShader({
             fragmentShaderText:
             //参考1.87以上版本写法，必须重写fragmentMain方法
             //position：顶点坐标，frameNumber：帧时间，顶点的oid，fragColor：顶点颜色
             'void fragmentMain(vec4 position, float frameNumber, vec4 oid, inout vec4 fragColor){\n' +
             //获取当前顶点高度，注意这里的高度是相对于模型原点的，具体高度范围，请从模型的外包盒中获取
             //这份数据最低点距离制图原点有180米，最高点离原点有140米，因此加上180，使最小值为0
             '   float currentHeight = position.y + 180.0;\n' +
             //更新渐变颜色
             '   fragColor += vec4(51.0 / 255.0, 153.0 / 255.0, 1.0, 1.0) * currentHeight / 320.0;\n' +
             //高度在260到320之间，增加高亮
             '   if(currentHeight > 260.0) {\n' +
             '       fragColor *= 1.0 + 0.75 * (currentHeight - 260.0) / 60.0;\n' +
             '   }\n' +
             //根据当前帧时间(czm_frameNumber)，获取当前顶点所处的周期
             '   float time = fract(frameNumber / 360.0);\n' +
             //获取当前高度占整体高度的百分比，0到1之间的值
             //clamp参考https://learn.microsoft.com/zh-cn/previous-versions/hh308289(v=vs.120)
             '   currentHeight = clamp(currentHeight / 320.0, 0.0, 1.0);\n' +
             //处理周期
             '   time = abs(time - 0.5) * 2.0;\n' +
             //根据高度和周期计算光圈
             '   float circle = step(0.005, abs(currentHeight - time));\n' +
             //更新颜色
             '   fragColor.rgb += fragColor .rgb * (1.0 - circle);\n' +
             '}\n'
        })
    });

#### defaultValue(a, b) → *
Core/defaultValue.js 14

Returns the first parameter if not undefined, otherwise the second parameter. Useful for setting a default value for a parameter.

Name | Type | Description
--- | --- | ---
`a` | * |
`b` | * |

##### Returns:

Returns the first parameter if not undefined, otherwise the second parameter.

##### Example:

    param = Cesium.defaultValue(param, 'default');

#### defined(value) → Boolean
Core/defined.js 14

Name | Type | Description
--- | --- | ---
`value` | * | The object.

##### Returns:

Returns true if the object is defined, returns false otherwise.

##### Example:

    if (Cesium.defined(positions)) {
         doSomething();
    } else {
         doSomethingElse();
    }

#### destroyObject(object, message)
Core/destroyObject.js 35

Destroys an object. Each of the object's functions, including functions in its prototype, is replaced with a function that throws a `DeveloperError`, except for the object's `isDestroyed` function, which is set to a function that returns `true`. The object's properties are removed with `delete`.
This function is used by objects that hold native resources, e.g., WebGL resources, which need to be explicitly released. Client code calls an object's `destroy` function, which then releases the native resource and calls `destroyObject` to put itself in a destroyed state.

Name | Type | Description
--- | --- | ---
`object` | Object | The object to destroy.
`message` | String | optional The message to include in the exception that is thrown if a destroyed object's function is called.

##### Example:

    // How a texture would destroy itself.
    this.destroy = function () {
        _gl.deleteTexture(_texture);
        return Cesium.destroyObject(this);
    };

##### See:

- DeveloperError

#### exportKml(options) → Promise.<(exportKmlResultKml|exportKmlResultKmz)>
DataSources/exportKml.js 234

Exports an EntityCollection as a KML document. Only Point, Billboard, Model, Path, Polygon, Polyline geometries will be exported. Note that there is not a 1 to 1 mapping of Entity properties to KML Feature properties. For example, entity properties that are time dynamic but cannot be dynamic in KML are exported with their values at options.time or the beginning of the EntityCollection's time interval if not specified. For time-dynamic properties that are supported in KML, we use the samples if it is a `SampledProperty` otherwise we sample the value using the options.sampleDuration. Point, Billboard, Model and Path geometries with time-dynamic positions will be exported as gx:Track Features. Not all Materials are representable in KML, so for more advanced Materials just the primary color is used. Canvas objects are exported as PNG images.

Name | Type | Description
--- | --- | ---

`options`

Object

An object with the following properties:

Name | Type | Default | Description
--- | --- | --- | ---
`entities` | EntityCollection |  | The EntityCollection to export as KML.
`ellipsoid` | Ellipsoid | `Ellipsoid.WGS84` | optional The ellipsoid for the output file.
`modelCallback` | exportKmlModelCallback |  | optional A callback that will be called with a `ModelGraphics` instance and should return the URI to use in the KML. Required if a model exists in the entity collection.
`time` | JulianDate | `entities.computeAvailability().start` | optional The time value to use to get properties that are not time varying in KML.
`defaultAvailability` | TimeInterval | `entities.computeAvailability()` | optional The interval that will be sampled if an entity doesn't have an availability.
`sampleDuration` | Number | `60` | optional The number of seconds to sample properties that are varying in KML.
`kmz` | Boolean | `false` | optional If true KML and external files will be compressed into a kmz file.

##### Returns:

A promise that resolved to an object containing the KML string and a dictionary of external file blobs, or a kmz file as a blob if options.kmz is true.

##### Example:

    Cesium.exportKml({
         entities: entityCollection
     })
      .then(function(result) {
        // The XML string is in result.kml

        var externalFiles = result.externalFiles
        for(var file in externalFiles) {
          // file is the name of the file used in the KML document as the href
          // externalFiles[file] is a blob with the contents of the file
        }
      });

##### Demo:

- Cesium Sandcastle KML Export Demo

#### formatError(object) → String
Core/formatError.js 12

Formats an error object into a String. If available, uses name, message, and stack properties, otherwise, falls back on toString().

Name | Type | Description
--- | --- | ---
`object` | * | The item to find in the array.

##### Returns:

A string containing the formatted error.

#### getAbsoluteUri(relative, base) → String
Core/getAbsoluteUri.js 18

Given a relative Uri and a base Uri, returns the absolute Uri of the relative Uri.

Name | Type | Description
--- | --- | ---
`relative` | String | The relative Uri.
`base` | String | optional The base Uri.

##### Returns:

The absolute Uri of the given relative Uri.

##### Example:

    //absolute Uri will be "https://test.com/awesome.png";
    var absoluteUri = Cesium.getAbsoluteUri('awesome.png', 'https://test.com');

#### getBaseUri(uri, includeQuery) → String
Core/getBaseUri.js 20

Given a URI, returns the base path of the URI.

Name | Type | Default | Description
--- | --- | --- | ---
`uri` | String |  | The Uri.
`includeQuery` | Boolean | `false` | optional Whether or not to include the query string and fragment form the uri

##### Returns:

The base path of the Uri.

##### Example:

    // basePath will be "/Gallery/";
    var basePath = Cesium.getBaseUri('/Gallery/simple.czml?value=true&example=false');

    // basePath will be "/Gallery/?value=true&example=false";
    var basePath = Cesium.getBaseUri('/Gallery/simple.czml?value=true&example=false', true);

#### getExtensionFromUri(uri) → String
Core/getExtensionFromUri.js 5

Given a URI, returns the extension of the URI.

Name | Type | Description
--- | --- | ---
`uri` | String | The Uri.

##### Returns:

The extension of the Uri.

##### Example:

    //extension will be "czml";
    var extension = Cesium.getExtensionFromUri('/Gallery/simple.czml?value=true&example=false');

#### getFilenameFromUri(uri) → String
Core/getFilenameFromUri.js 5

Given a URI, returns the last segment of the URI, removing any path or query information.

Name | Type | Description
--- | --- | ---
`uri` | String | The Uri.

##### Returns:

The last segment of the Uri.

##### Example:

    //fileName will be"simple.czml";
    var fileName = Cesium.getFilenameFromUri('/Gallery/simple.czml?value=true&example=false');

#### getImagePixels(image, width, height) → ImageData
Core/getImagePixels.js 5

Extract a pixel array from a loaded image. Draws the image into a canvas so it can read the pixels back.

Name | Type | Description
--- | --- | ---
`image` | HTMLImageElement | The image to extract pixels from.
`width` | Number | The width of the image. If not defined, then image.width is assigned.
`height` | Number | The height of the image. If not defined, then image.height is assigned.

##### Returns:

The pixels of the image.

#### getTimestamp() → Number
Core/getTimestamp.js 1

Gets a timestamp that can be used in measuring the time between events. Timestamps are expressed in milliseconds, but it is not specified what the milliseconds are measured from. This function uses performance.now() if it is available, or Date.now() otherwise.

##### Returns:

The timestamp in milliseconds since some unspecified reference time.

#### isLeapYear(year) → Boolean
Core/isLeapYear.js 3

Determines if a given date is a leap year.

Name | Type | Description
--- | --- | ---
`year` | Number | The year to be tested.

##### Returns:

True if `year` is a leap year.

##### Example:

    var leapYear = Cesium.isLeapYear(2000); // true

#### MapGISCustomTilingScheme(options)
MapGIS/TilingScheme/MapGISCustomTilingScheme.js 22

Name | Type | Description
--- | --- | ---

`options`

Object

配置参数

Name | Type | Default | Description
--- | --- | --- | ---
`epsg` | String | `'EPSG:4490'` | optional 默认采用经纬度投影,目前支持utm lonlat webmercator,传入EPSG:编号
`resolutions` | String |  | optional 瓦片各级分辨率
`origin` | String |  | optional 默认 [-180 90]
`bounds` | String |  | optional 默认 [[-180, -90],[180, 90]]
`dpi` | String | `96` | optional 默认96可选 96 0.28

Author:
  - 基础平台-潘卓然

#### mergeSort(array, comparator, userDefinedObject)
Core/mergeSort.js 51

A stable merge sort.

Name | Type | Description
--- | --- | ---
`array` | Array | The array to sort.
`comparator` | mergeSortComparator | The function to use to compare elements in the array.
`userDefinedObject` | * | optional Any item to pass as the third parameter to `comparator`.

##### Example:

    // Assume array contains BoundingSpheres in world coordinates.
    // Sort them in ascending order of distance from the camera.
    var position = camera.positionWC;
    Cesium.mergeSort(array, function(a, b, position) {
        return Cesium.BoundingSphere.distanceSquaredTo(b, position) - Cesium.BoundingSphere.distanceSquaredTo(a, position);
    }, position);

#### objectToQuery(obj) → String
Core/objectToQuery.js 4

Converts an object representing a set of name/value pairs into a query string, with names and values encoded properly for use in a URL. Values that are arrays will produce multiple values with the same name.

Name | Type | Description
--- | --- | ---
`obj` | Object | The object containing data to encode.

##### Returns:

An encoded query string.

##### Example:

    var str = Cesium.objectToQuery({
        key1 : 'some value',
        key2 : 'a/b',
        key3 : ['x', 'y']
    });

##### See:

- queryToObject // str will be: // 'key1=some%20value&key2=a%2Fb&key3=x&key3=y'

#### pointInsideTriangle(point, p0, p1, p2) → Boolean
Core/pointInsideTriangle.js 7

Determines if a point is inside a triangle.

Name | Type | Description
--- | --- | ---
`point` | Cartesian2 | Cartesian3 | The point to test.
`p0` | Cartesian2 | Cartesian3 | The first point of the triangle.
`p1` | Cartesian2 | Cartesian3 | The second point of the triangle.
`p2` | Cartesian2 | Cartesian3 | The third point of the triangle.

##### Returns:

`true` if the point is inside the triangle; otherwise, `false`.

##### Example:

    // Returns true
    var p = new Cesium.Cartesian2(0.25, 0.25);
    var b = Cesium.pointInsideTriangle(p,
      new Cesium.Cartesian2(0.0, 0.0),
      new Cesium.Cartesian2(1.0, 0.0),
      new Cesium.Cartesian2(0.0, 1.0));

#### PointLight(options)
MapGIS/Scene/Light/PointLight.js 16

点光源,从一个点向各个方向发射的光源

Name | Type | Description
--- | --- | ---

`options`

Object

Name | Type | Description
--- | --- | ---
`position` | Cartesian3 | 光源位置
`color` | Color | 光源颜色
`intensity` | number | 光源强度
`decay` | number | 衰减量
`distance` | number | 光照距离

#### queryToObject(queryString) → Object
Core/queryToObject.js 4

Parses a query string into an object, where the keys and values of the object are the name/value pairs from the query string, decoded. If a name appears multiple times, the value in the object will be an array of values.

Name | Type | Description
--- | --- | ---
`queryString` | String | The query string.

##### Returns:

An object containing the parameters parsed from the query string.

##### Example:

    var obj = Cesium.queryToObject('key1=some%20value&key2=a%2Fb&key3=x&key3=y');
    // obj will be:
    // {
    //   key1 : 'some value',
    //   key2 : 'a/b',
    //   key3 : ['x', 'y']
    // }

##### See:

- objectToQuery

#### requestAnimationFrame(callback) → Number
Core/requestAnimationFrame.js 40

A browser-independent function to request a new animation frame. This is used to create an application's draw loop as shown in the example below.

Name | Type | Description
--- | --- | ---
`callback` | requestAnimationFrameCallback | The function to call when the next frame should be drawn.

##### Returns:

An ID that can be passed to `cancelAnimationFrame` to cancel the request.

##### Example:

    // Create a draw loop using requestAnimationFrame. The
    // tick callback function is called for every animation frame.
    function tick() {
      scene.render();
      Cesium.requestAnimationFrame(tick);
    }
    tick();

##### See:

- The Web API Animation Frames interface

#### sampleTerrain(terrainProvider, level, positions) → Promise.<Array.<Cartographic>>
Core/sampleTerrain.js 4

Initiates a terrain height query for an array of `Cartographic` positions by requesting tiles from a terrain provider, sampling, and interpolating. The interpolation matches the triangles used to render the terrain at the specified level. The query happens asynchronously, so this function returns a promise that is resolved when the query completes. Each point height is modified in place. If a height can not be determined because no terrain data is available for the specified level at that location, or another error occurs, the height is set to undefined. As is typical of the `Cartographic` type, the supplied height is a height above the reference ellipsoid (such as `Ellipsoid.WGS84`) rather than an altitude above mean sea level. In other words, it will not necessarily be 0.0 if sampled in the ocean. This function needs the terrain level of detail as input, if you need to get the altitude of the terrain as precisely as possible (i.e. with maximum level of detail) use `sampleTerrainMostDetailed`.

Name | Type | Description
--- | --- | ---
`terrainProvider` | TerrainProvider | The terrain provider from which to query heights.
`level` | Number | The terrain level-of-detail from which to query terrain heights.
`positions` | Array.<Cartographic> | The positions to update with terrain heights.

##### Returns:

A promise that resolves to the provided list of positions when terrain the query has completed.

##### Example:

    // Query the terrain height of two Cartographic positions
    var terrainProvider = Cesium.createWorldTerrain();
    var positions = [
        Cesium.Cartographic.fromDegrees(86.925145, 27.988257),
        Cesium.Cartographic.fromDegrees(87.0, 28.0)
    ];
    var promise = Cesium.sampleTerrain(terrainProvider, 11, positions);
    Cesium.when(promise, function(updatedPositions) {
        // positions[0].height and positions[1].height have been updated.
        // updatedPositions is just a reference to positions.
    });

##### See:

- sampleTerrainMostDetailed

#### sampleTerrainMostDetailed(terrainProvider, positions) → Promise.<Array.<Cartographic>>
Core/sampleTerrainMostDetailed.js 9

Initiates a sampleTerrain() request at the maximum available tile level for a terrain dataset.

Name | Type | Description
--- | --- | ---
`terrainProvider` | TerrainProvider | The terrain provider from which to query heights.
`positions` | Array.<Cartographic> | The positions to update with terrain heights.

##### Returns:

A promise that resolves to the provided list of positions when terrain the query has completed. This promise will reject if the terrain provider's `availability` property is undefined.

##### Example:

    // Query the terrain height of two Cartographic positions
    var terrainProvider = Cesium.createWorldTerrain();
    var positions = [
        Cesium.Cartographic.fromDegrees(86.925145, 27.988257),
        Cesium.Cartographic.fromDegrees(87.0, 28.0)
    ];
    var promise = Cesium.sampleTerrainMostDetailed(terrainProvider, positions);
    Cesium.when(promise, function(updatedPositions) {
        // positions[0].height and positions[1].height have been updated.
        // updatedPositions is just a reference to positions.
    });

#### SectionRender(options)
MapGIS/Analysis/SectionAnalysis/SectionRender.js 55

地质体剖切绘制类

Name | Type | Description
--- | --- | ---

`options`

Object

Name | Type | Description
--- | --- | ---
`geometry` | Object | 剖面几何对象.
`clippingType` | Object | 裁剪类型.

#### SpotLight(options)
MapGIS/Scene/Light/SpotLight.js 22

聚光灯

Name | Type | Description
--- | --- | ---

`options`

Object

Name | Type | Default | Description
--- | --- | --- | ---
`position` | Cartesian3 |  | 聚光灯位置
`direction` | Cartesian3 |  | 聚光灯方向
`color` | Color | `WHITE` | optional 光源颜色
`angle` | Number | `PI/3` | optional 光源散射角度,最大为Math.PI/2
`distance` | Number | `0.0` | optional 光源覆盖距离
`intensity` | Number | `1.0` | optional 光源强度
`decay` | Number | `2.0` | optional 衰减因子
`penumbra` | Number | `0.0` | optional 聚光锥的半影衰减百分比,在0和1之间的值

#### subdivideArray(array, numberOfArrays)
Core/subdivideArray.js 4

Subdivides an array into a number of smaller, equal sized arrays.

Name | Type | Description
--- | --- | ---
`array` | Array | The array to divide.
`numberOfArrays` | Number | The number of arrays to divide the provided array into.

##### Throws:

- DeveloperError : numberOfArrays must be greater than 0.

#### TopoJSONUtil()
MapGIS/Util/TopoJSONUtil.js 20

Topo工具类封装

#### viewerCesium3DTilesInspectorMixin(viewer)
Widgets/Viewer/viewerCesium3DTilesInspectorMixin.js 16

A mixin which adds the `Cesium3DTilesInspector` widget to the `Viewer` widget. Rather than being called directly, this function is normally passed as a parameter to `Viewer#extend`, as shown in the example below.

Name | Type | Description
--- | --- | ---
`viewer` | Viewer | The viewer instance.

##### Example:

    var viewer = new Cesium.Viewer('cesiumContainer');
    viewer.extend(Cesium.viewerCesium3DTilesInspectorMixin);

#### viewerCesiumInspectorMixin(viewer)
Widgets/Viewer/viewerCesiumInspectorMixin.js 21

A mixin which adds the CesiumInspector widget to the Viewer widget. Rather than being called directly, this function is normally passed as a parameter to `Viewer#extend`, as shown in the example below.

Name | Type | Description
--- | --- | ---
`viewer` | Viewer | The viewer instance.

##### Throws:

- DeveloperError : viewer is required.

##### Example:

    var viewer = new Cesium.Viewer('cesiumContainer');
    viewer.extend(Cesium.viewerCesiumInspectorMixin);

##### Demo:

- Cesium Sandcastle Cesium Inspector Demo

#### viewerDragDropMixin(viewer, options)
Widgets/Viewer/viewerDragDropMixin.js 11

A mixin which adds default drag and drop support for CZML files to the Viewer widget. Rather than being called directly, this function is normally passed as a parameter to `Viewer#extend`, as shown in the example below.

Name | Type | Description
--- | --- | ---
`viewer` | Viewer | The viewer instance.

`options`

Object

optional Object with the following properties:

Name | Type | Default | Description
--- | --- | --- | ---
`dropTarget` | Element | String | `viewer.container` | optional The DOM element which will serve as the drop target.
`clearOnDrop` | Boolean | `true` | optional When true, dropping files will clear all existing data sources first, when false, new data sources will be loaded after the existing ones.
`flyToOnDrop` | Boolean | `true` | optional When true, dropping files will fly to the data source once it is loaded.
`clampToGround` | Boolean | `true` | optional When true, datasources are clamped to the ground.
`proxy` | Proxy |  | optional The proxy to be used for KML network links.

##### Throws:

- DeveloperError : Element with id <options.dropTarget> does not exist in the document.
- DeveloperError : dropTarget is already defined by another mixin.
- DeveloperError : dropEnabled is already defined by another mixin.
- DeveloperError : dropError is already defined by another mixin.
- DeveloperError : clearOnDrop is already defined by another mixin.

##### Example:

    // Add basic drag and drop support and pop up an alert window on error.
    var viewer = new Cesium.Viewer('cesiumContainer');
    viewer.extend(Cesium.viewerDragDropMixin);
    viewer.dropError.addEventListener(function(viewerArg, source, error) {
        window.alert('Error processing ' + source + ':' + error);
    });

#### viewerPerformanceWatchdogMixin(viewer, options)
Widgets/Viewer/viewerPerformanceWatchdogMixin.js 26

A mixin which adds the `PerformanceWatchdog` widget to the `Viewer` widget. Rather than being called directly, this function is normally passed as a parameter to `Viewer#extend`, as shown in the example below.

Name | Type | Description
--- | --- | ---
`viewer` | Viewer | The viewer instance.

`options`

Object

optional An object with properties.

Name | Type | Default | Description
--- | --- | --- | ---
`lowFrameRateMessage` | String | `'This application appears to be performing poorly on your system. Please try using a different web browser or updating your video drivers.'` | optional The message to display when a low frame rate is detected. The message is interpeted as HTML, so make sure it comes from a trusted source so that your application is not vulnerable to cross-site scripting attacks.

##### Throws:

- DeveloperError : viewer is required.

##### Example:

    var viewer = new Cesium.Viewer('cesiumContainer');
    viewer.extend(Cesium.viewerPerformanceWatchdogMixin, {
        lowFrameRateMessage : 'Why is this going so <em>slowly</em>?'
    });

#### writeTextToCanvas(text, options) → HTMLCanvasElement|undefined
Core/writeTextToCanvas.js 9

Writes the given text into a new canvas. The canvas will be sized to fit the text. If text is blank, returns undefined.

Name | Type | Description
--- | --- | ---
`text` | String | The text to write.

`options`

Object

optional Object with the following properties:

Name | Type | Default | Description
--- | --- | --- | ---
`font` | String | `'10px sans-serif'` | optional The CSS font to use.
`textBaseline` | String | `'bottom'` | optional The baseline of the text.
`fill` | Boolean | `true` | optional Whether to fill the text.
`stroke` | Boolean | `false` | optional Whether to stroke the text.
`fillColor` | Color | `Color.WHITE` | optional The fill color.
`strokeColor` | Color | `Color.BLACK` | optional The stroke color.
`strokeWidth` | Number | `1` | optional The stroke width.
`backgroundColor` | Color | `Color.TRANSPARENT` | optional The background color of the canvas.
`padding` | Number | `0` | optional The pixel size of the padding to add around the text.

##### Returns:

A new canvas with the given text drawn into it. The dimensions object from measureText will also be added to the returned canvas. If text is blank, returns undefined.

#### XmlUtil()
MapGIS/Util/XmlUtil.js 6

Topo工具类封装

### Type Definitions

#### binarySearchComparator(a, b) → Number
Core/binarySearch.js 52

A function used to compare two items while performing a binary search.

Name | Type | Description
--- | --- | ---
`a` | * | An item in the array.
`b` | * | The item being searched for.

##### Returns:

Returns a negative value if `a` is less than `b`, a positive value if `a` is greater than `b`, or 0 if `a` is equal to `b`.

##### Example:

    function compareNumbers(a, b) {
        return a - b;
    }

#### createElevationBandMaterialBand
Scene/createElevationBandMaterial.js 334

##### Properties:

Name | Type | Attributes | Default | Description
--- | --- | --- | --- | ---
`entries` | Array.<createElevationBandMaterialEntry> |  |  | A list of elevation entries. They will automatically be sorted from lowest to highest. If there is only one entry and `extendsDownards` and `extendUpwards` are both `false`, they will both be set to `true`.
`extendDownwards` | Boolean | <optional> | false | If `true`, the band's minimum elevation color will extend infinitely downwards.
`extendUpwards` | Boolean | <optional> | false | If `true`, the band's maximum elevation color will extend infinitely upwards.

#### createElevationBandMaterialEntry
Scene/createElevationBandMaterial.js 328

##### Properties:

Name | Type | Description
--- | --- | ---
`height` | Number | The height.
`color` | Color | The color at this height.

#### exportKmlModelCallback(model, time, externalFiles) → String
DataSources/exportKml.js 1254

Since KML does not support glTF models, this callback is required to specify what URL to use for the model in the KML document. It can also be used to add additional files to the `externalFiles` object, which is the list of files embedded in the exported KMZ, or otherwise returned with the KML string when exporting.

Name | Type | Description
--- | --- | ---
`model` | ModelGraphics | The ModelGraphics instance for an Entity.
`time` | JulianDate | The time that any properties should use to get the value.
`externalFiles` | Object | An object that maps a filename to a Blob or a Promise that resolves to a Blob.

##### Returns:

The URL to use for the href in the KML document.

#### exportKmlResultKml
DataSources/exportKml.js 221

##### Properties:

Name | Type | Description
--- | --- | ---
`kml` | String | The generated KML.
`externalFiles` | Object.<string, Blob> | An object dictionary of external files

#### exportKmlResultKmz
DataSources/exportKml.js 228

##### Properties:

Name | Type | Description
--- | --- | ---
`kmz` | Blob | The generated kmz file.

#### mergeSortComparator(a, b, userDefinedObject) → Number
Core/mergeSort.js 91

A function used to compare two items while performing a merge sort.

Name | Type | Description
--- | --- | ---
`a` | * | An item in the array.
`b` | * | An item in the array.
`userDefinedObject` | * | optional An object that was passed to `mergeSort`.

##### Returns:

Returns a negative value if `a` is less than `b`, a positive value if `a` is greater than `b`, or 0 if `a` is equal to `b`.

##### Example:

    function compareNumbers(a, b, userDefinedObject) {
        return a - b;
    }

#### requestAnimationFrameCallback(timestamp)
Core/requestAnimationFrame.js 68

A function that will be called when the next frame should be drawn.

Name | Type | Description
--- | --- | ---
`timestamp` | Number | A timestamp for the frame, in milliseconds.