new Occluder
Creates an Occluder derived from an object's position and radius, as well as the camera position. The occluder can be used to determine whether or not other objects are visible or hidden behind the visible horizon defined by the occluder and camera position.
Parameters:
| Name | Type | Description |
|---|---|---|
occluderBoundingSphere |
BoundingSphere | The bounding sphere surrounding the occluder. |
cameraPosition |
Cartesian3 | The coordinate of the viewer/camera. |
Example
// Construct an occluder one unit away from the origin with a radius of one. var cameraPosition = new Cesium.Cartesian3.ZERO; var occluderBoundingSphere = new Cesium.BoundingSphere(new Cesium.Cartesian3(0, 0, -1), 1); var occluder = new Cesium.Occluder(occluderBoundingSphere, cameraPosition);
Source:
Methods
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getPosition
-
Returns the position of the occluder.
Returns:
Cartesian3 The position of the occluder. -
getVisibility
-
Determine to what extent an occludee is visible (not visible, partially visible, or fully visible).
Parameters:
Name Type Description occludeeBSBoundingSphere The bounding sphere of the occludee. Returns:
Enumeration Visibility.NONE if the occludee is not visible, Visibility.PARTIAL if the occludee is partially visible, or Visibility.FULL if the occludee is fully visible.Example
var sphere1 = new Cesium.BoundingSphere(new Cesium.Cartesian3(0, 0, -1.5), 0.5); var sphere2 = new Cesium.BoundingSphere(new Cesium.Cartesian3(0, 0, -2.5), 0.5); var cameraPosition = new Cesium.Cartesian3(0, 0, 0); var occluder = new Cesium.Occluder(sphere1, cameraPosition); occluder.getVisibility(sphere2); //returns Visibility.NONE
- Occluder#isVisible
See:
-
isBoundingSphereVisible
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Determines whether or not a sphere, the
occludee, is hidden from view by the occluder.Parameters:
Name Type Description occludeeBoundingSphere The bounding sphere surrounding the occludee object. Returns:
booleantrueif the occludee is visible; otherwisefalse.Example
var cameraPosition = new Cesium.Cartesian3(0, 0, 0); var littleSphere = new Cesium.BoundingSphere(new Cesium.Cartesian3(0, 0, -1), 0.25); var occluder = new Cesium.Occluder(littleSphere, cameraPosition); var bigSphere = new Cesium.BoundingSphere(new Cesium.Cartesian3(0, 0, -3), 1); occluder.isBoundingSphereVisible(bigSphere); //returns true
-
isPointVisible
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Determines whether or not a point, the
occludee, is hidden from view by the occluder.Parameters:
Name Type Description occludeeCartesian3 The point surrounding the occludee object. Returns:
booleantrueif the occludee is visible; otherwisefalse.Example
var cameraPosition = new Cesium.Cartesian3(0, 0, 0); var littleSphere = new Cesium.BoundingSphere(new Cesium.Cartesian3(0, 0, -1), 0.25); var occluder = new Cesium.Occluder(littleSphere, cameraPosition); var point = new Cesium.Cartesian3(0, 0, -3); occluder.isPointVisible(point); //returns true
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setCameraPosition
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Sets the position of the camera.
Parameters:
Name Type Description cameraPositionCartesian3 The new position of the camera. -
<static> computeOccludeePointFromExtent
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Computes a point that can be used as the occludee position to the visibility functions from an extent.
Parameters:
Name Type Argument Default Description extentExtent The extent used to create a bounding sphere. ellipsoidEllipsoid <optional>
Ellipsoid.WGS84 The ellipsoid used to determine positions of the extent. Returns:
Object An object containing two attributes:occludeePointandvalidwhich is a boolean value. -
<static> fromBoundingSphere
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Creates an occluder from a bounding sphere and the camera position.
Parameters:
Name Type Argument Description occluderBoundingSphereBoundingSphere The bounding sphere surrounding the occluder. cameraPositionCartesian3 The coordinate of the viewer/camera. resultOccluder <optional>
The object onto which to store the result. Returns:
Occluder The occluder derived from an object's position and radius, as well as the camera position. -
<static> getOccludeePoint
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Computes a point that can be used as the occludee position to the visibility functions. Use a radius of zero for the occludee radius. Typically, a user computes a bounding sphere around an object that is used for visibility; however it is also possible to compute a point that if seen/not seen would also indicate if an object is visible/not visible. This function is better called for objects that do not move relative to the occluder and is large, such as a chunk of terrain. You are better off not calling this and using the object's bounding sphere for objects such as a satellite or ground vehicle.
Parameters:
Name Type Description occluderBoundingSphereBoundingSphere The bounding sphere surrounding the occluder. occludeePositionCartesian3 The point where the occludee (bounding sphere of radius 0) is located. positionsArray List of altitude points on the horizon near the surface of the occluder. Throws:
-
DeveloperError :
positionsmust contain at least one element.
Returns:
Object An object containing two attributes:occludeePointandvalidwhich is a boolean value.Example
var cameraPosition = new Cesium.Cartesian3(0, 0, 0); var occluderBoundingSphere = new Cesium.BoundingSphere(new Cesium.Cartesian3(0, 0, -8), 2); var occluder = new Cesium.Occluder(occluderBoundingSphere, cameraPosition); var positions = [new Cesium.Cartesian3(-0.25, 0, -5.3), new Cesium.Cartesian3(0.25, 0, -5.3)]; var tileOccluderSphere = Cesium.BoundingSphere.fromPoints(positions); var occludeePosition = tileOccluderSphere.center; var occludeePt = occluder.getOccludeePoint(occluderBoundingSphere, occludeePosition, positions);
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<static> prototype.getRadius
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Returns the radius of the occluder.
Returns:
Number The radius of the occluder.
