Globe - Cesium Documentation

# Globe

#### new Globe(ellipsoid)

  The globe rendered in the scene, including its terrain (`Globe#terrainProvider`) and imagery layers (`Globe#imageryLayers`). Access the globe using `Scene#globe`.

  Name | Type | Default | Description
  --- | --- | --- | ---
  `ellipsoid` | Ellipsoid | `Ellipsoid.WGS84` | optional Determines the size and shape of the globe.

  Source: Scene/Globe.js, line 104

### Members

#### baseColor :Color

  Gets or sets the color of the globe when no imagery is available.
  Source: Scene/Globe.js, line 307

#### depthTestAgainstTerrain :Boolean

  True if primitives such as billboards, polylines, labels, etc. should be depth-tested against the terrain surface, or false if such primitives should always be drawn on top of terrain unless they're on the opposite side of the globe. The disadvantage of depth testing primitives against terrain is that slight numerical noise or terrain level-of-detail switched can sometimes make a primitive that should be on the surface disappear underneath it.
  Default Value: `false`
  Source: Scene/Globe.js, line 260

#### ellipsoid :Ellipsoid

  Gets an ellipsoid describing the shape of this globe.
  Source: Scene/Globe.js, line 287

#### enableLighting :Boolean

  Enable lighting the globe with the sun as a light source.
  Default Value: `false`
  Source: Scene/Globe.js, line 219

#### imageryLayers :ImageryLayerCollection

  Gets the collection of image layers that will be rendered on this globe.
  Source: Scene/Globe.js, line 297

#### lightingFadeInDistance :Number

  The distance where lighting resumes. This only takes effect when `enableLighting` is `true`.
  Default Value: `9000000.0`
  Source: Scene/Globe.js, line 237

#### lightingFadeOutDistance :Number

  The distance where everything becomes lit. This only takes effect when `enableLighting` is `true`.
  Default Value: `6500000.0`
  Source: Scene/Globe.js, line 228

#### maximumScreenSpaceError :Number

  The maximum screen-space error used to drive level-of-detail refinement. Higher values will provide better performance but lower visual quality.
  Default Value: `2`
  Source: Scene/Globe.js, line 200

#### northPoleColor :Cartesian3

  Determines the color of the north pole. If the day tile provider imagery does not extend over the north pole, it will be filled with this color before applying lighting.
  Default Value: `Cartesian3(2.0 / 255.0, 6.0 / 255.0, 18.0 / 255.0)`
  Source: Scene/Globe.js, line 164

#### oceanNormalMapUrl :String

  The normal map to use for rendering waves in the ocean. Setting this property will only have an effect if the configured terrain provider includes a water mask.
  Default Value: `buildModuleUrl('Assets/Textures/waterNormalsSmall.jpg')`
  Source: Scene/Globe.js, line 190

#### show :Boolean

  Determines if the globe will be shown.
  Default Value: `true`
  Source: Scene/Globe.js, line 181

#### showWaterEffect :Boolean

  True if an animated wave effect should be shown in areas of the globe covered by water; otherwise, false. This property is ignored if the `terrainProvider` does not provide a water mask.
  Default Value: `true`
  Source: Scene/Globe.js, line 247

#### southPoleColor :Cartesian3

  Determines the color of the south pole. If the day tile provider imagery does not extend over the south pole, it will be filled with this color before applying lighting.
  Default Value: `Cartesian3(1.0, 1.0, 1.0)`
  Source: Scene/Globe.js, line 173

#### terrainProvider :TerrainProvider

  The terrain provider providing surface geometry for this globe.
  Source: Scene/Globe.js, line 155

#### tileCacheSize :Number

  The size of the terrain tile cache, expressed as a number of tiles. Any additional tiles beyond this number will be freed, as long as they aren't needed for rendering this frame. A larger number will consume more memory but will show detail faster when, for example, zooming out and then back in.
  Default Value: `100`
  Source: Scene/Globe.js, line 211

### Methods

#### destroy() → undefined

  Destroys the WebGL resources held by this object. Destroying an object allows for deterministic release of WebGL resources, instead of relying on the garbage collector to destroy this object.
  Once an object is destroyed, it should not be used; calling any function other than `isDestroyed` will result in a `DeveloperError` exception. Therefore, assign the return value (`undefined`) to the object as done in the example.

  ##### Returns:

  ##### Throws:

  - DeveloperError : This object was destroyed, i.e., destroy() was called.

  ##### Example:

      globe = globe && globe.destroy();

  ##### See:

  - Globe#isDestroyed
  Source: Scene/Globe.js, line 840

#### getHeight(cartographic) → Number|undefined

  Get the height of the surface at a given cartographic.

  Name | Type | Description
  --- | --- | ---
  `cartographic` | Cartographic | The cartographic for which to find the height.

  ##### Returns:

  The height of the cartographic or undefined if it could not be found.
  Source: Scene/Globe.js, line 414

#### isDestroyed() → Boolean

  Returns true if this object was destroyed; otherwise, false.
  If this object was destroyed, it should not be used; calling any function other than `isDestroyed` will result in a `DeveloperError` exception.

  ##### Returns:

  True if this object was destroyed; otherwise, false.

  ##### See:

  - Globe#destroy
  Source: Scene/Globe.js, line 819

#### pick(ray, scene, result) → Cartesian3|undefined

  Find an intersection between a ray and the globe surface that was rendered. The ray must be given in world coordinates.

  Name | Type | Description
  --- | --- | ---
  `ray` | Ray | The ray to test for intersection.
  `scene` | Scene | The scene.
  `result` | Cartesian3 | optional The object onto which to store the result.

  ##### Returns:

  The intersection or `undefined` if none was found.

  ##### Example:

      // find intersection of ray through a pixel and the globe
      var ray = viewer.camera.getPickRay(windowCoordinates);
      var intersection = globe.pick(ray, scene);

  Source: Scene/Globe.js, line 345