UniformState

UniformState

new UniformState

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Methods

getCurrentFrustum

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

Returns:
Cartesian2 Returns the near distance and the far distance of the frustum defined by the camera.
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getEncodedCameraPositionMCHigh

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

Returns:
Cartesian3 The high bits of the camera position.
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getEncodedCameraPositionMCLow

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

Returns:
Cartesian3 The low bits of the camera position.
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getEntireFrustum

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

Returns:
Cartesian2 Returns the near distance and the far distance of the frustum defined by the camera.
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getFrameNumber

Gets the current frame number.

Returns:
number A number representing the current frame number.
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getInfiniteProjection

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Returns:
Matrix4 DOC_TBA.
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getInverseModel

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

Returns:
Matrix4 The inverse model matrix.
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getInverseModelView

Gets the inverse of the model-view matrix.

Returns:
Matrix4 The inverse of the model-view matrix.
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getInverseModelView3D

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

Returns:
Matrix4 The inverse of the 3D model-view matrix.
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getInverseNormal

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

Returns:
Matrix3 The inverse normal transformation matrix.
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getInverseNormal3D

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

Returns:
Matrix3 The inverse normal transformation matrix.
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getInverseProjection

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Returns:
Matrix4 DOC_TBA.
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getInverseView

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

Returns:
Matrix4 The 4x4 inverse-view matrix that transforms from eye to world coordinates.
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getInverseView3D

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

Returns:
Matrix4 The 4x4 inverse-view matrix that transforms from eye to 3D world coordinates.
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getInverseViewRotation

Returns the 3x3 rotation matrix of the current inverse-view matrix (UniformState#getInverseView).

Returns:
Matrix3 The 3x3 rotation matrix of the current inverse-view matrix.
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getInverseViewRotation3D

Returns the 3x3 rotation matrix of the current 3D inverse-view matrix (UniformState#getInverseView3D).

Returns:
Matrix3 The 3x3 rotation matrix of the current 3D inverse-view matrix.
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getModel

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Returns:
Matrix4 DOC_TBA.
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getModelView

Gets the model-view matrix.

Returns:
Matrix4 The model-view matrix.
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getModelView3D

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

Returns:
Matrix4 The 3D model-view matrix.
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getModelViewInfiniteProjection

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Returns:
Matrix4 DOC_TBA.
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getModelViewProjection

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Returns:
Matrix4 DOC_TBA.
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getModelViewProjectionRelativeToEye

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

Returns:
Matrix4 The model-view-projection relative to eye matrix.
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getModelViewRelativeToEye

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

Returns:
Matrix4 The model-view relative to eye matrix.
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getMoonDirectionEC

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

Returns:
Cartesian3 A normalized vector to the moon in eye coordinates at the current scene time.
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getNormal

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

Returns:
Matrix3 The normal transformation matrix.
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getNormal3D

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

Returns:
Matrix3 The normal transformation matrix.
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getPixelSize

Returns the size of a pixel in meters at a distance of one meter from the camera.

Returns:
Number Returns the size of a pixel in meters at a distance of one meter from the camera.
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getProjection

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Returns:
Matrix4 DOC_TBA.
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getSunDirectionEC

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

Returns:
Cartesian3 A normalized vector to the sun in eye coordinates at the current scene time.
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getSunDirectionWC

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

Returns:
Cartesian3 A normalized vector to the sun in 3D world coordinates at the current scene time.
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getTemeToPseudoFixedMatrix

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

Returns:
Matrix3 The transform from TEME to pseudo-fixed.
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getTime

Gets the scene's current time.

Returns:
JulianDate The scene's current time.

getView

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Returns:
Matrix4 DOC_TBA.
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getView3D

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

Returns:
Matrix4 The 3D view matrix.
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getViewportOrthographic

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getViewportTransformation

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getViewProjection

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Returns:
Matrix4 DOC_TBA.
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getViewRotation

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

Returns:
Matrix3 The 3x3 rotation matrix of the current view matrix.
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getViewRotation3D

Returns the 3x3 rotation matrix of the current 3D view matrix (UniformState#getView3D).

Returns:
Matrix3 The 3x3 rotation matrix of the current 3D view matrix.
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setModel

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Parameters:
Name Type Argument Description
matrix Matrix4 <optional>
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setViewport

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Parameters:
Name Type Description
viewport BoundingRectangle DOC_TBA.
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update

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

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

updateFrustum

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

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