# Scene

#### new Cesium.Scene(options)
engine/Source/Scene/Scene.js 130

The container for all 3D graphical objects and state in a Cesium virtual scene. Generally, a scene is not created directly; instead, it is implicitly created by `CesiumWidget`.

Name | Type | Description
--- | --- | ---
`options` | object | Object with the following properties:
Name | Type | Default | Description
--- | --- | --- | ---
`canvas` | HTMLCanvasElement |  | The HTML canvas element to create the scene for.
`contextOptions` | ContextOptions |  | optional Context and WebGL creation properties.
`creditContainer` | Element |  | optional The HTML element in which the credits will be displayed. If not specified, a credit container will be created and added as a sibling of the canvas.
`creditViewport` | Element |  | optional The HTML element in which to display the credit popup. If not specified, the viewport will be added as a sibling of the canvas.
`ellipsoid` | Ellipsoid | `Ellipsoid.default` | optional The default ellipsoid. If not specified, the default ellipsoid is used.
`mapProjection` | MapProjection | `new GeographicProjection(options.ellipsoid)` | optional The map projection to use in 2D and Columbus View modes.
`orderIndependentTranslucency` | boolean | `true` | optional If true and the configuration supports it, use order independent translucency.
`scene3DOnly` | boolean | `false` | optional If true, optimizes memory use and performance for 3D mode but disables the ability to use 2D or Columbus View.
`shadows` | boolean | `false` | optional Determines if shadows are cast by light sources.
`mapMode2D` | MapMode2D | `MapMode2D.INFINITE_SCROLL` | optional Determines if the 2D map is rotatable or can be scrolled infinitely in the horizontal direction.
`requestRenderMode` | boolean | `false` | optional If true, rendering a frame will only occur when needed as determined by changes within the scene. Enabling improves performance of the application, but requires using `Scene#requestRender` to render a new frame explicitly in this mode. This will be necessary in many cases after making changes to the scene in other parts of the API. See Improving Performance with Explicit Rendering.
`maximumRenderTimeChange` | number | `0.0` | optional If requestRenderMode is true, this value defines the maximum change in simulation time allowed before a render is requested. See Improving Performance with Explicit Rendering.
`depthPlaneEllipsoidOffset` | number | `0.0` | optional Adjust the DepthPlane to address rendering artefacts below ellipsoid zero elevation.
`msaaSamples` | number | `4` | optional If provided, this value controls the rate of multisample antialiasing. Typical multisampling rates are 2, 4, and sometimes 8 samples per pixel. Higher sampling rates of MSAA may impact performance in exchange for improved visual quality. This value only applies to WebGL2 contexts that support multisample render targets. Set to 1 to disable MSAA.

##### Throws:

- DeveloperError : options and options.canvas are required.

##### Example:

    // Create scene without anisotropic texture filtering
    const scene = new Cesium.Scene({
      canvas : canvas,
      contextOptions : {
        allowTextureFilterAnisotropic : false
      }
    });

##### See:

- CesiumWidget
- WebGLContextAttributes

### Members

#### static Cesium.Scene.defaultLogDepthBuffer
engine/Source/Scene/Scene.js 783

Use this to set the default value for `Scene#logarithmicDepthBuffer` in newly constructed Scenes This property relies on fragmentDepth being supported.

#### _enableEdgeVisibility : boolean
engine/Source/Scene/Scene.js 771

Whether or not to enable edge visibility rendering for 3D tiles. When enabled, creates a framebuffer with multiple render targets for advanced edge detection and visibility techniques.

Default Value: `false`

#### atmosphere : Atmosphere
engine/Source/Scene/Scene.js 549

Settings for atmosphere lighting effects affecting 3D Tiles and model rendering. This is not to be confused with `Scene#skyAtmosphere` which is responsible for rendering the sky.

#### backgroundColor : Color
engine/Source/Scene/Scene.js 334

The background color, which is only visible if there is no sky box, i.e., `Scene#skyBox` is `undefined`.

Default Value: ``Color.BLACK``

##### See:

- Scene#skyBox

#### readonly camera : Camera
engine/Source/Scene/Scene.js 1023

Gets or sets the camera.

#### readonly cameraUnderground : boolean
engine/Source/Scene/Scene.js 1646

Whether or not the camera is underneath the globe.

Default Value: `false`

#### readonly canvas : HTMLCanvasElement
engine/Source/Scene/Scene.js 815

Gets the canvas element to which this scene is bound.

#### readonly clampToHeightSupported : boolean
engine/Source/Scene/Scene.js 922

Returns `true` if the `Scene#clampToHeight` and `Scene#clampToHeightMostDetailed` functions are supported.

##### See:

- Scene#clampToHeight
- Scene#clampToHeightMostDetailed

#### completeMorphOnUserInput : boolean
engine/Source/Scene/Scene.js 267

Determines whether or not to instantly complete the scene transition animation on user input.

Default Value: `true`

#### debugCommandFilter : function|undefined
engine/Source/Scene/Scene.js 432

This property is for debugging only; it is not for production use.

A function that determines what commands are executed. As shown in the examples below, the function receives the command's `owner` as an argument, and returns a boolean indicating if the command should be executed.

The default is `undefined`, indicating that all commands are executed.

Default Value: `undefined`

##### Example:

    // Do not execute any commands.
    scene.debugCommandFilter = function(command) {
        return false;
    };

    // Execute only the billboard's commands.  That is, only draw the billboard.
    const billboards = new Cesium.BillboardCollection();
    scene.debugCommandFilter = function(command) {
        return command.owner === billboards;
    };

#### readonly debugFrustumStatistics : object|undefined
engine/Source/Scene/Scene.js 1367

This property is for debugging only; it is not for production use.

When `Scene.debugShowFrustums` is `true`, this contains properties with statistics about the number of command execute per frustum. `totalCommands` is the total number of commands executed, ignoring overlap. `commandsInFrustums` is an array with the number of times commands are executed redundantly, e.g., how many commands overlap two or three frustums.

Default Value: `undefined`

#### debugShowCommands : boolean
engine/Source/Scene/Scene.js 446

This property is for debugging only; it is not for production use.

When `true`, commands are randomly shaded. This is useful for performance analysis to see what parts of a scene or model are command-dense and could benefit from batching.

Default Value: `false`

#### debugShowDepthFrustum : number
engine/Source/Scene/Scene.js 487

This property is for debugging only; it is not for production use.

Indicates which frustum will have depth information displayed.

Default Value: `1`

#### debugShowFramesPerSecond : boolean
engine/Source/Scene/Scene.js 475

This property is for debugging only; it is not for production use.

Displays frames per second and time between frames.

Default Value: `false`

#### debugShowFrustumPlanes : boolean
engine/Source/Scene/Scene.js 499

This property is for debugging only; it is not for production use.

When `true`, draws outlines to show the boundaries of the camera frustums

Default Value: `false`

#### debugShowFrustums : boolean
engine/Source/Scene/Scene.js 463

This property is for debugging only; it is not for production use.

When `true`, commands are shaded based on the frustums they overlap. Commands in the closest frustum are tinted red, commands in the next closest are green, and commands in the farthest frustum are blue. If a command overlaps more than one frustum, the color components are combined, e.g., a command overlapping the first two frustums is tinted yellow.

Default Value: `false`

#### readonly drawingBufferHeight : number
engine/Source/Scene/Scene.js 830

The drawingBufferHeight of the underlying GL context.

##### See:

- drawingBufferHeight

#### readonly drawingBufferWidth : number
engine/Source/Scene/Scene.js 845

The drawingBufferWidth of the underlying GL context.

##### See:

- drawingBufferWidth

#### readonly ellipsoid : Ellipsoid
engine/Source/Scene/Scene.js 965

The ellipsoid. If not specified, the default ellipsoid is used.

#### eyeSeparation : number
engine/Source/Scene/Scene.js 614

The eye separation distance in meters for use with cardboard or WebVR.

#### farToNearRatio : number
engine/Source/Scene/Scene.js 362

The far-to-near ratio of the multi-frustum when using a normal depth buffer.

This value is used to create the near and far values for each frustum of the multi-frustum. It is only used when `Scene#logarithmicDepthBuffer` is `false`. When `logarithmicDepthBuffer` is `true`, use `Scene#logarithmicDepthFarToNearRatio`.

Default Value: `1000.0`

#### focalLength : number
engine/Source/Scene/Scene.js 608

The focal length for use when with cardboard or WebVR.

#### fog : Fog
engine/Source/Scene/Scene.js 558

Blends the atmosphere to geometry far from the camera for horizon views. Allows for additional performance improvements by rendering less geometry and dispatching less terrain requests. Disbaled by default if an ellipsoid other than WGS84 is used.

#### gamma : number
engine/Source/Scene/Scene.js 1592

The value used for gamma correction. This is only used when rendering with high dynamic range.

Default Value: `2.2`

#### globe : Globe
engine/Source/Scene/Scene.js 977

Gets or sets the depth-test ellipsoid.

#### readonly groundPrimitives : PrimitiveCollection
engine/Source/Scene/Scene.js 1010

Gets the collection of ground primitives.

#### highDynamicRange : boolean
engine/Source/Scene/Scene.js 1607

Whether or not to use high dynamic range rendering.

Default Value: `false`

#### readonly highDynamicRangeSupported : boolean
engine/Source/Scene/Scene.js 1629

Whether or not high dynamic range rendering is supported.

Default Value: `true`

#### readonly id : string
engine/Source/Scene/Scene.js 1405

Gets the unique identifier for this scene.

#### readonly imageryLayers : ImageryLayerCollection
engine/Source/Scene/Scene.js 1177

Gets the collection of image layers that will be rendered on the globe.

#### invertClassification : boolean
engine/Source/Scene/Scene.js 588

When `false`, 3D Tiles will render normally. When `true`, classified 3D Tile geometry will render normally and unclassified 3D Tile geometry will render with the color multiplied by `Scene#invertClassificationColor`.

Default Value: `false`

#### invertClassificationColor : Color
engine/Source/Scene/Scene.js 597

The highlight color of unclassified 3D Tile geometry when `Scene#invertClassification` is `true`.

When the color's alpha is less than 1.0, the unclassified portions of the 3D Tiles will not blend correctly with the classified positions of the 3D Tiles.

Also, when the color's alpha is less than 1.0, the WEBGL_depth_texture and EXT_frag_depth WebGL extensions must be supported.

Default Value: `Color.WHITE`

#### readonly invertClassificationSupported : boolean
engine/Source/Scene/Scene.js 937

Returns `true` if the `Scene#invertClassification` is supported.

##### See:

- Scene#invertClassification

#### readonly lastRenderTime : JulianDate|undefined
engine/Source/Scene/Scene.js 1332

Gets the simulation time when the scene was last rendered. Returns `undefined` if the scene has not yet been rendered.

#### light : Light
engine/Source/Scene/Scene.js 762

The light source for shading. Defaults to a directional light from the Sun.

#### logarithmicDepthBuffer : boolean
engine/Source/Scene/Scene.js 1573

Whether or not to use a logarithmic depth buffer. Enabling this option will allow for less frustums in the multi-frustum, increasing performance. This property relies on fragmentDepth being supported.

#### logarithmicDepthFarToNearRatio : number
engine/Source/Scene/Scene.js 375

The far-to-near ratio of the multi-frustum when using a logarithmic depth buffer.

This value is used to create the near and far values for each frustum of the multi-frustum. It is only used when `Scene#logarithmicDepthBuffer` is `true`. When `logarithmicDepthBuffer` is `false`, use `Scene#farToNearRatio`.

Default Value: `1e9`

#### readonly mapMode2D : MapMode2D
engine/Source/Scene/Scene.js 1521

Determines if the 2D map is rotatable or can be scrolled infinitely in the horizontal direction.

#### readonly mapProjection : MapProjection
engine/Source/Scene/Scene.js 1104

Get the map projection to use in 2D and Columbus View modes.

Default Value: `new GeographicProjection()`

#### readonly maximumAliasedLineWidth : number
engine/Source/Scene/Scene.js 860

The maximum aliased line width, in pixels, supported by this WebGL implementation. It will be at least one.

##### See:

- glGet with `ALIASED_LINE_WIDTH_RANGE`.

#### readonly maximumCubeMapSize : number
engine/Source/Scene/Scene.js 875

The maximum length in pixels of one edge of a cube map, supported by this WebGL implementation. It will be at least 16.

##### See:

- glGet with `GL_MAX_CUBE_MAP_TEXTURE_SIZE`.

#### maximumRenderTimeChange : number
engine/Source/Scene/Scene.js 694

If `Scene#requestRenderMode` is `true`, this value defines the maximum change in simulation time allowed before a render is requested. Lower values increase the number of frames rendered and higher values decrease the number of frames rendered. If `undefined`, changes to the simulation time will never request a render. This value impacts the rate of rendering for changes in the scene like lighting, entity property updates, and animations.

Default Value: `0.0`

##### See:

- Improving Performance with Explicit Rendering
- Scene#requestRenderMode

#### minimumDisableDepthTestDistance : number
engine/Source/Scene/Scene.js 1551

The distance from the camera at which to disable the depth test of billboards, labels and points to, for example, prevent clipping against terrain. When set to zero, the depth test should always be applied. When less than zero, the depth test should never be applied. Setting the disableDepthTestDistance property of a billboard, label or point will override this value.

Default Value: `0.0`

#### mode : SceneMode
engine/Source/Scene/Scene.js 1417

Gets or sets the current mode of the scene.

Default Value: ``SceneMode.SCENE3D``

#### moon : Moon|undefined
engine/Source/Scene/Scene.js 324

The `Moon`

Default Value: `undefined`

#### morphComplete : Event
engine/Source/Scene/Scene.js 281

The event fired at the completion of a scene transition.

Default Value: `Event()`

#### morphStart : Event
engine/Source/Scene/Scene.js 274

The event fired at the beginning of a scene transition.

Default Value: `Event()`

#### morphTime : number
engine/Source/Scene/Scene.js 349

The current morph transition time between 2D/Columbus View and 3D, with 0.0 being 2D or Columbus View and 1.0 being 3D.

Default Value: `1.0`

#### msaaSamples : number
engine/Source/Scene/Scene.js 1658

The sample rate of multisample antialiasing (values greater than 1 enable MSAA).

Default Value: `4`

#### readonly msaaSupported : boolean
engine/Source/Scene/Scene.js 1674

Returns `true` if the Scene's context supports MSAA.

#### nearToFarDistance2D : number
engine/Source/Scene/Scene.js 385

Determines the uniform depth size in meters of each frustum of the multifrustum in 2D. If a primitive or model close to the surface shows z-fighting, decreasing this will eliminate the artifact, but decrease performance. On the other hand, increasing this will increase performance but may cause z-fighting among primitives close to the surface.

Default Value: `1.75e6`

#### readonly orderIndependentTranslucency : boolean
engine/Source/Scene/Scene.js 1393

Gets whether or not the scene has order independent translucency enabled. Note that this only reflects the original construction option, and there are other factors that could prevent OIT from functioning on a given system configuration.

#### readonly pickPositionSupported : boolean
engine/Source/Scene/Scene.js 890

Returns `true` if the `Scene#pickPosition` function is supported.

##### See:

- Scene#pickPosition

#### pickTranslucentDepth : boolean
engine/Source/Scene/Scene.js 533

When `true`, enables picking translucent geometry using the depth buffer. Note that `Scene#useDepthPicking` must also be true for enabling this to work.

There is a decrease in performance when enabled. There are extra draw calls to write depth for translucent geometry.

Default Value: `false`

##### Example:

    // picking the position of a translucent primitive
    viewer.screenSpaceEventHandler.setInputAction(function onLeftClick(movement) {
         const pickedFeature = viewer.scene.pick(movement.position);
         if (!Cesium.defined(pickedFeature)) {
             // nothing picked
             return;
         }
         const worldPosition = viewer.scene.pickPosition(movement.position);
    }, Cesium.ScreenSpaceEventType.LEFT_CLICK);

#### postProcessStages : PostProcessStageCollection
engine/Source/Scene/Scene.js 620

Post processing effects applied to the final render.

#### readonly postRender : Event
engine/Source/Scene/Scene.js 1318

Gets the event that will be raised immediately after the scene is rendered. Subscribers to the event receive the Scene instance as the first parameter and the current time as the second parameter.

##### See:

- Improving Performance with Explicit Rendering
- Scene#preUpdate
- Scene#postUpdate
- Scene#postRender

#### readonly postUpdate : Event
engine/Source/Scene/Scene.js 1263

Gets the event that will be raised immediately after the scene is updated and before the scene is rendered. Subscribers to the event receive the Scene instance as the first parameter and the current time as the second parameter.

##### See:

- Improving Performance with Explicit Rendering
- Scene#preUpdate
- Scene#preRender
- Scene#postRender

#### readonly preRender : Event
engine/Source/Scene/Scene.js 1299

Gets the event that will be raised after the scene is updated and immediately before the scene is rendered. Subscribers to the event receive the Scene instance as the first parameter and the current time as the second parameter.

##### See:

- Improving Performance with Explicit Rendering
- Scene#preUpdate
- Scene#postUpdate
- Scene#postRender

#### readonly preUpdate : Event
engine/Source/Scene/Scene.js 1243

Gets the event that will be raised before the scene is updated or rendered. Subscribers to the event receive the Scene instance as the first parameter and the current time as the second parameter.

##### See:

- Improving Performance with Explicit Rendering
- Scene#postUpdate
- Scene#preRender
- Scene#postRender

#### readonly primitives : PrimitiveCollection
engine/Source/Scene/Scene.js 997

Gets the collection of primitives.

#### readonly renderError : Event
engine/Source/Scene/Scene.js 1279

Gets the event that will be raised when an error is thrown inside the `render` function. The Scene instance and the thrown error are the only two parameters passed to the event handler. By default, errors are not rethrown after this event is raised, but that can be changed by setting the `rethrowRenderErrors` property.

#### requestRenderMode : boolean
engine/Source/Scene/Scene.js 677

When `true`, rendering a frame will only occur when needed as determined by changes within the scene. Enabling improves performance of the application, but requires using `Scene#requestRender` to render a new frame explicitly in this mode. This will be necessary in many cases after making changes to the scene in other parts of the API.

Default Value: `false`

##### See:

- Improving Performance with Explicit Rendering
- Scene#maximumRenderTimeChange
- Scene#requestRender

#### rethrowRenderErrors : boolean
engine/Source/Scene/Scene.js 258

Exceptions occurring in `render` are always caught in order to raise the `renderError` event. If this property is true, the error is rethrown after the event is raised. If this property is false, the `render` function returns normally after raising the event.

Default Value: `false`

#### readonly sampleHeightSupported : boolean
engine/Source/Scene/Scene.js 906

Returns `true` if the `Scene#sampleHeight` and `Scene#sampleHeightMostDetailed` functions are supported.

##### See:

- Scene#sampleHeight
- Scene#sampleHeightMostDetailed

#### readonly scene3DOnly : boolean
engine/Source/Scene/Scene.js 1379

Gets whether or not the scene is optimized for 3D only viewing.

#### readonly screenSpaceCameraController : ScreenSpaceCameraController
engine/Source/Scene/Scene.js 1089

Gets the controller for camera input handling.

#### shadowMap : ShadowMap
engine/Source/Scene/Scene.js 576

The shadow map for the scene's light source. When enabled, models, primitives, and the globe may cast and receive shadows.

#### skyAtmosphere : SkyAtmosphere|undefined
engine/Source/Scene/Scene.js 299

The sky atmosphere drawn around the globe.

Default Value: `undefined`

#### skyBox : SkyBox|undefined
engine/Source/Scene/Scene.js 291

The `SkyBox` used to draw the stars.

Default Value: `undefined`

##### See:

- Scene#backgroundColor

#### specularEnvironmentMaps : string
engine/Source/Scene/Scene.js 755

The url to the KTX2 file containing the specular environment map and convoluted mipmaps for image-based lighting of PBR models.

#### readonly specularEnvironmentMapsSupported : boolean
engine/Source/Scene/Scene.js 952

Returns `true` if specular environment maps are supported.

##### See:

- Scene#specularEnvironmentMaps

#### sphericalHarmonicCoefficients : Array.<Cartesian3>
engine/Source/Scene/Scene.js 749

The spherical harmonic coefficients for image-based lighting of PBR models.

#### splitPosition : number
engine/Source/Scene/Scene.js 1533

Gets or sets the position of the splitter within the viewport. Valid values are between 0.0 and 1.0.

#### sun : Sun|undefined
engine/Source/Scene/Scene.js 307

The `Sun`.

Default Value: `undefined`

#### sunBloom : boolean
engine/Source/Scene/Scene.js 315

Uses a bloom filter on the sun when enabled.

Default Value: `true`

#### terrainProvider : TerrainProvider
engine/Source/Scene/Scene.js 1193

The terrain provider providing surface geometry for the globe.

#### readonly terrainProviderChanged : Event
engine/Source/Scene/Scene.js 1220

Gets an event that's raised when the terrain provider is changed

#### useDepthPicking : boolean
engine/Source/Scene/Scene.js 509

When `true`, enables picking using the depth buffer.

Default Value: `true`

#### useWebVR : boolean
engine/Source/Scene/Scene.js 1479

When `true`, splits the scene into two viewports with steroscopic views for the left and right eyes. Used for cardboard and WebVR.

Default Value: `false`

#### verticalExaggeration : number
engine/Source/Scene/Scene.js 394

The vertical exaggeration of the scene. When set to 1.0, no exaggeration is applied.

Default Value: `1.0`

#### verticalExaggerationRelativeHeight : number
engine/Source/Scene/Scene.js 403

The reference height for vertical exaggeration of the scene. When set to 0.0, the exaggeration is applied relative to the ellipsoid surface.

Default Value: `0.0`

### Methods

#### cartesianToCanvasCoordinates(position, result) → Cartesian2|undefined
engine/Source/Scene/Scene.js 5104

Transforms a position in cartesian coordinates to canvas coordinates. This is commonly used to place an HTML element at the same screen position as an object in the scene.

Name | Type | Description
--- | --- | ---
`position` | Cartesian3 | The position in cartesian coordinates.
`result` | Cartesian2 | optional An optional object to return the input position transformed to canvas coordinates.

##### Returns:

The modified result parameter or a new Cartesian2 instance if one was not provided. This may be `undefined` if the input position is near the center of the ellipsoid.

##### Example:

    // Output the canvas position of longitude/latitude (0, 0) every time the mouse moves.
    const scene = widget.scene;
    const position = Cesium.Cartesian3.fromDegrees(0.0, 0.0);
    const handler = new Cesium.ScreenSpaceEventHandler(scene.canvas);
    handler.setInputAction(function(movement) {
        console.log(scene.cartesianToCanvasCoordinates(position));
    }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);

#### clampToHeight(cartesian, objectsToExclude, width, result) → Cartesian3|undefined
engine/Source/Scene/Scene.js 4991

Clamps the given cartesian position to the scene geometry along the geodetic surface normal. Returns the clamped position or `undefined` if there was no scene geometry to clamp to. May be used to clamp objects to the globe, 3D Tiles, or primitives in the scene.

This function only clamps to globe tiles and 3D Tiles that are rendered in the current view. Clamps to all other primitives regardless of their visibility.

Name | Type | Default | Description
--- | --- | --- | ---
`cartesian` | Cartesian3 |  | The cartesian position.
`objectsToExclude` | Array.<object> |  | optional A list of primitives, entities, or 3D Tiles features to not clamp to.
`width` | number | `0.1` | optional Width of the intersection volume in meters.
`result` | Cartesian3 |  | optional An optional object to return the clamped position.

##### Returns:

The modified result parameter or a new Cartesian3 instance if one was not provided. This may be `undefined` if there was no scene geometry to clamp to.

##### Throws:

- DeveloperError : clampToHeight is only supported in 3D mode.
- DeveloperError : clampToHeight requires depth texture support. Check clampToHeightSupported.

##### Example:

    // Clamp an entity to the underlying scene geometry
    const position = entity.position.getValue(Cesium.JulianDate.now());
    entity.position = viewer.scene.clampToHeight(position);

##### See:

- Scene#sampleHeight
- Scene#sampleHeightMostDetailed
- Scene#clampToHeightMostDetailed

#### clampToHeightMostDetailed(cartesians, objectsToExclude, width) → Promise.<Array.<(Cartesian3|undefined)>>
engine/Source/Scene/Scene.js 5074

Initiates an asynchronous `Scene#clampToHeight` query for an array of `Cartesian3` positions using the maximum level of detail for 3D Tilesets in the scene. Returns a promise that is resolved when the query completes. Each position is modified in place. If a position cannot be clamped because no geometry can be sampled at that location, or another error occurs, the element in the array is set to undefined.

Name | Type | Default | Description
--- | --- | --- | ---
`cartesians` | Array.<Cartesian3> |  | The cartesian positions to update with clamped positions.
`objectsToExclude` | Array.<object> |  | optional A list of primitives, entities, or 3D Tiles features to not clamp to.
`width` | number | `0.1` | optional Width of the intersection volume in meters.

##### Returns:

A promise that resolves to the provided list of positions when the query has completed. Positions may become `undefined` if they cannot be clamped.

##### Throws:

- DeveloperError : clampToHeightMostDetailed is only supported in 3D mode.
- DeveloperError : clampToHeightMostDetailed requires depth texture support. Check clampToHeightSupported.

##### Example:

    const cartesians = [
        entities[0].position.getValue(Cesium.JulianDate.now()),
        entities[1].position.getValue(Cesium.JulianDate.now())
    ];
    const promise = viewer.scene.clampToHeightMostDetailed(cartesians);
    promise.then(function(updatedCartesians) {
        entities[0].position = updatedCartesians[0];
        entities[1].position = updatedCartesians[1];
    }

##### See:

- Scene#clampToHeight

#### completeMorph()
engine/Source/Scene/Scene.js 5111

Instantly completes an active transition.

#### destroy()
engine/Source/Scene/Scene.js 5226

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.

##### Throws:

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

##### Example:

    scene = scene && scene.destroy();

##### See:

- Scene#isDestroyed

#### drillPick(windowPosition, limit, width, height) → Array.<any>
engine/Source/Scene/Scene.js 4784

Returns a list of objects, each containing a `primitive` property, for all primitives at a particular window coordinate position. Other properties may also be set depending on the type of primitive and may be used to further identify the picked object. The primitives in the list are ordered by their visual order in the scene (front to back).

Name | Type | Default | Description
--- | --- | --- | ---
`windowPosition` | Cartesian2 |  | Window coordinates to perform picking on.
`limit` | number |  | optional If supplied, stop drilling after collecting this many picks.
`width` | number | `3` | optional Width of the pick rectangle.
`height` | number | `3` | optional Height of the pick rectangle.

##### Returns:

Array of objects, each containing 1 picked primitives.

##### Throws:

- DeveloperError : windowPosition is undefined.

##### Example:

    const pickedObjects = scene.drillPick(new Cesium.Cartesian2(100.0, 200.0));

##### See:

- Scene#pick

#### getCompressedTextureFormatSupported(format) → boolean
engine/Source/Scene/Scene.js 1722

Determines if a compressed texture format is supported.

Name | Type | Description
--- | --- | ---
`format` | string | The texture format. May be the name of the format or the WebGL extension name, e.g. s3tc or WEBGL_compressed_texture_s3tc.

##### Returns:

Whether or not the format is supported.

#### isDestroyed() → boolean
engine/Source/Scene/Scene.js 5206

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:

- Scene#destroy

#### morphTo2D(duration)
engine/Source/Scene/Scene.js 5119

Asynchronously transitions the scene to 2D.

Name | Type | Default | Description
--- | --- | --- | ---
`duration` | number | `2.0` | optional The amount of time, in seconds, for transition animations to complete.

#### morphTo3D(duration)
engine/Source/Scene/Scene.js 5137

Asynchronously transitions the scene to 3D.

Name | Type | Default | Description
--- | --- | --- | ---
`duration` | number | `2.0` | optional The amount of time, in seconds, for transition animations to complete.

#### morphToColumbusView(duration)
engine/Source/Scene/Scene.js 5128

Asynchronously transitions the scene to Columbus View.

Name | Type | Default | Description
--- | --- | --- | ---
`duration` | number | `2.0` | optional The amount of time, in seconds, for transition animations to complete.

#### pick(windowPosition, width, height) → object|undefined
engine/Source/Scene/Scene.js 4528

Returns an object with a `primitive` property that contains the first (top) primitive in the scene at a particular window coordinate or `undefined` if nothing is at the location. Other properties may potentially be set depending on the type of primitive and may be used to further identify the picked object.

When a feature of a 3D Tiles tileset is picked, `pick` returns a `Cesium3DTileFeature` object.

Name | Type | Default | Description
--- | --- | --- | ---
`windowPosition` | Cartesian2 |  | Window coordinates to perform picking on.
`width` | number | `3` | optional Width of the pick rectangle.
`height` | number | `3` | optional Height of the pick rectangle.

##### Returns:

Object containing the picked primitive or `undefined` if nothing is at the location.

##### Example:

    // On mouse over, color the feature yellow.
    handler.setInputAction(function(movement) {
        const feature = scene.pick(movement.endPosition);
        if (feature instanceof Cesium.Cesium3DTileFeature) {
            feature.color = Cesium.Color.YELLOW;
        }
    }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);

#### pickAsync(windowPosition, width, height) → Promise.<(Object|undefined)>
engine/Source/Scene/Scene.js 4554

Performs the same operation as Scene.pick but asynchonosly without blocking the main render thread. Requires WebGL2 else using fallback.

Name | Type | Default | Description
--- | --- | --- | ---
`windowPosition` | Cartesian2 |  | Window coordinates to perform picking on.
`width` | number | `3` | optional Width of the pick rectangle.
`height` | number | `3` | optional Height of the pick rectangle.

##### Returns:

Object containing the picked primitive or `undefined` if nothing is at the location.

##### Example:

    // On mouse over, color the feature yellow.
    handler.setInputAction(function(movement) {
        const feature = scene.pickAsync(movement.endPosition).then(function(feature) {
           if (feature instanceof Cesium.Cesium3DTileFeature) {
               feature.color = Cesium.Color.YELLOW;
           }
        });
    }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);

##### See:

- Scene#pick

#### pickMetadata(windowPosition, schemaId, className, propertyName) → MetadataValue|undefined
engine/Source/Scene/Scene.js 4633

Pick a metadata value at the given window position.

Name | Type | Description
--- | --- | ---
`windowPosition` | Cartesian2 | Window coordinates to perform picking on.
`schemaId` | string | undefined | The ID of the metadata schema to pick values from. If this is `undefined`, then it will pick the values from the object that match the given class- and property name, regardless of the schema ID.
`className` | string | The name of the metadata class to pick values from
`propertyName` | string | The name of the metadata property to pick values from

##### Returns:

The metadata value, or `undefined` when no matching metadata was found at the given position

##### Experimental

This feature is not final and is subject to change without Cesium's standard deprecation policy.

#### pickMetadataSchema(windowPosition) → MetadataSchema|undefined
engine/Source/Scene/Scene.js 4702

Pick the schema of the metadata of the object at the given position

Name | Type | Description
--- | --- | ---
`windowPosition` | Cartesian2 | Window coordinates to perform picking on.

##### Returns:

The metadata schema, or `undefined` if there is no object with associated metadata at the given position.

##### Experimental

This feature is not final and is subject to change without Cesium's standard deprecation policy.

#### pickPosition(windowPosition, result) → Cartesian3
engine/Source/Scene/Scene.js 4761

Returns the cartesian position reconstructed from the depth buffer and window position.

The position reconstructed from the depth buffer in 2D may be slightly different from those reconstructed in 3D and Columbus view. This is caused by the difference in the distribution of depth values of perspective and orthographic projection.

Set `Scene#pickTranslucentDepth` to `true` to include the depth of translucent primitives; otherwise, this essentially picks through translucent primitives.

Name | Type | Description
--- | --- | ---
`windowPosition` | Cartesian2 | Window coordinates to perform picking on.
`result` | Cartesian3 | optional The object on which to restore the result.

##### Returns:

The cartesian position.

##### Throws:

- DeveloperError : Picking from the depth buffer is not supported. Check pickPositionSupported.

#### pickVoxel(windowPosition, width, height) → VoxelCell|undefined
engine/Source/Scene/Scene.js 4584

Returns a `VoxelCell` for the voxel sample rendered at a particular window coordinate, or `undefined` if no voxel is rendered at that position.

Name | Type | Default | Description
--- | --- | --- | ---
`windowPosition` | Cartesian2 |  | Window coordinates to perform picking on.
`width` | number | `3` | optional Width of the pick rectangle.
`height` | number | `3` | optional Height of the pick rectangle.

##### Returns:

Information about the voxel cell rendered at the picked position or `undefined` if no voxel is rendered at that position.

##### Example:

    On left click, report the value of the "color" property at that voxel sample.
    handler.setInputAction(function(movement) {
      const voxelCell = scene.pickVoxel(movement.position);
      if (defined(voxelCell)) {
        console.log(voxelCell.getProperty("color"));
      }
    }, Cesium.ScreenSpaceEventType.LEFT_CLICK);

##### Experimental

This feature is not final and is subject to change without Cesium's standard deprecation policy.

#### render(time)
engine/Source/Scene/Scene.js 4381

Update and render the scene. It is usually not necessary to call this function directly because `CesiumWidget` will do it automatically.

Name | Type | Description
--- | --- | ---
`time` | JulianDate | optional The simulation time at which to render.

#### requestRender()
engine/Source/Scene/Scene.js 4492

Requests a new rendered frame when `Scene#requestRenderMode` is set to `true`. The render rate will not exceed the `CesiumWidget#targetFrameRate`.

##### See:

- Scene#requestRenderMode

#### sampleHeight(position, objectsToExclude, width) → number|undefined
engine/Source/Scene/Scene.js 4960

Returns the height of scene geometry at the given cartographic position or `undefined` if there was no scene geometry to sample height from. The height of the input position is ignored. May be used to clamp objects to the globe, 3D Tiles, or primitives in the scene.

This function only samples height from globe tiles and 3D Tiles that are rendered in the current view. Samples height from all other primitives regardless of their visibility.

Name | Type | Default | Description
--- | --- | --- | ---
`position` | Cartographic |  | The cartographic position to sample height from.
`objectsToExclude` | Array.<object> |  | optional A list of primitives, entities, or 3D Tiles features to not sample height from.
`width` | number | `0.1` | optional Width of the intersection volume in meters.

##### Returns:

The height. This may be `undefined` if there was no scene geometry to sample height from.

##### Throws:

- DeveloperError : sampleHeight is only supported in 3D mode.
- DeveloperError : sampleHeight requires depth texture support. Check sampleHeightSupported.

##### Example:

    const position = new Cesium.Cartographic(-1.31968, 0.698874);
    const height = viewer.scene.sampleHeight(position);
    console.log(height);

##### See:

- Scene#clampToHeight
- Scene#clampToHeightMostDetailed
- Scene#sampleHeightMostDetailed

#### sampleHeightMostDetailed(positions, objectsToExclude, width) → Promise.<Array.<(Cartographic|undefined)>>
engine/Source/Scene/Scene.js 5034

Initiates an asynchronous `Scene#sampleHeight` query for an array of `Cartographic` positions using the maximum level of detail for 3D Tilesets in the scene. The height of the input positions is ignored. Returns a promise that is resolved when the query completes. Each point height is modified in place. If a height cannot be determined because no geometry can be sampled at that location, or another error occurs, the height is set to `undefined`.

Name | Type | Default | Description
--- | --- | --- | ---
`positions` | Array.<Cartographic> |  | The cartographic positions to update with sampled heights.
`objectsToExclude` | Array.<object> |  | optional A list of primitives, entities, or 3D Tiles features to not sample height from.
`width` | number | `0.1` | optional Width of the intersection volume in meters.

##### Returns:

A promise that resolves to the provided list of positions when the query has completed. Positions may become `undefined` if the height cannot be determined.

##### Throws:

- DeveloperError : sampleHeightMostDetailed is only supported in 3D mode.
- DeveloperError : sampleHeightMostDetailed requires depth texture support. Check sampleHeightSupported.

##### Example:

    const positions = [
        new Cesium.Cartographic(-1.31968, 0.69887),
        new Cesium.Cartographic(-1.10489, 0.83923)
    ];
    const promise = viewer.scene.sampleHeightMostDetailed(positions);
    promise.then(function(updatedPosition) {
        // positions[0].height and positions[1].height have been updated.
        // updatedPositions is just a reference to positions.
    }

##### See:

- Scene#sampleHeight

#### setTerrain(terrain) → Terrain
engine/Source/Scene/Scene.js 5186

Update the terrain providing surface geometry for the globe.

Name | Type | Description
--- | --- | ---
`terrain` | Terrain | The terrain provider async helper

##### Returns:

terrain The terrain provider async helper

##### Examples:

    // Use Cesium World Terrain
    scene.setTerrain(Cesium.Terrain.fromWorldTerrain());

    // Use a custom terrain provider
    const terrain = new Cesium.Terrain(Cesium.CesiumTerrainProvider.fromUrl("https://myTestTerrain.com"));
    scene.setTerrain(terrain);

    terrain.errorEvent.addEventListener(error => {
      alert(`Encountered an error while creating terrain! ${error}`);
    });

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