ColladaScene

class ColladaScene(position: Position, var dirPath: String, sceneCatalog: ColladaSceneCatalog, val unitScale: Double = 1.0, upAxis: ColladaUpAxis = ColladaUpAxis.Y_UP) : AbstractRenderable, IRayIntersectable, AutoCloseable

Constructors

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constructor(position: Position, dirPath: String, sceneCatalog: ColladaSceneCatalog, unitScale: Double = 1.0, upAxis: ColladaUpAxis = ColladaUpAxis.Y_UP)

Properties

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var closeAction: () -> Unit?

Cleanup hook invoked by close, e.g. to close a KMZ archive whose entries back this scene's textures (see loadColladaKmz). Scenes that own such a resource must be closed when discarded.

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open override var displayName: String?
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open override var isEnabled: Boolean
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open override var isPickEnabled: Boolean
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open override var pickDelegate: Any?
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Cast/receive selector for cascaded sun shadows. Default ShadowMode.ENABLED = scene both casts onto terrain/other receivers and receives shadows on its own surface. Common opt-out: ShadowMode.RECEIVE_ONLY to drop the cascade depth pass for HUD-style or self-lit models that look wrong projected onto the ground.

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Caps each texture's decoded width/height (downsampled at decode time). Default 2048 keeps photogrammetry atlases (e.g. 8192² = 256 MB decoded) within a mobile heap. Set 0 to disable.

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COLLADA <up_axis>. WorldWind's local frame is ENU (Z = up), so the model's declared up is rotated onto local +Z in buildTransformationMatrix — without this a ColladaUpAxis.Y_UP photogrammetry tile renders standing vertical instead of flat on the ground.

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open override var zOrder: Double
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Functions

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open override fun close()

Releases external resources held by this scene (idempotent). Textures stop loading afterwards.

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open override fun <T> getUserProperty(key: Any): T?
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open override fun hasUserProperty(key: Any): Boolean
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Marks the cached world transform and ray-intersection geometry stale so they are rebuilt on the next render/pick. Assigning position, altitudeMode, the rotation/translation/scale properties already calls this; invoke it manually only after mutating one of them in place — e.g. correcting a KMZ model's altitude via scene.position.altitude += offset; scene.invalidate(). Terrain inputs (vertical exaggeration, and for terrain-relative modes the elevation timestamp / globe state) trigger it automatically via checkTerrainState so the model follows the resolved terrain.

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open override fun putUserProperty(key: Any, value: Any): Any?
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open override fun rayIntersections(ray: Line, globe: Globe): Array<Intersection>

Determines if the given ray intersects the shape.

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open override fun removeUserProperty(key: Any): Any?
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open override fun render(rc: RenderContext)