A geometry representation with attributes forming vertices and optional index data
defining primitives.  Geometries and an 
    
    
    
    
    
        
Appearance, which describes the shading,
can be assigned to a Primitive for visualization.  A Primitive can
be created from many heterogeneous - in many cases - geometries for performance.
Geometries can be transformed and optimized using functions in GeometryPipeline.
| Name | Type | Description | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| options | Object | Object with the following properties: 
 | 
Example:
// Create geometry with a position attribute and indexed lines.
var positions = new Float64Array([
  0.0, 0.0, 0.0,
  7500000.0, 0.0, 0.0,
  0.0, 7500000.0, 0.0
]);
var geometry = new Cesium.Geometry({
  attributes : {
    position : new Cesium.GeometryAttribute({
      componentDatatype : Cesium.ComponentDatatype.DOUBLE,
      componentsPerAttribute : 3,
      values : positions
    })
  },
  indices : new Uint16Array([0, 1, 1, 2, 2, 0]),
  primitiveType : Cesium.PrimitiveType.LINES,
  boundingSphere : Cesium.BoundingSphere.fromVertices(positions)
});Demo:
See:
Members
- 
    attributes : GeometryAttributes
- 
    
    Attributes, which make up the geometry's vertices. Each property in this object corresponds to aGeometryAttributecontaining the attribute's data.Attributes are always stored non-interleaved in a Geometry. There are reserved attribute names with well-known semantics. The following attributes are created by a Geometry (depending on the provided VertexFormat.- position- 3D vertex position. 64-bit floating-point (for precision). 3 components per attribute. See- VertexFormat#position.
- normal- Normal (normalized), commonly used for lighting. 32-bit floating-point. 3 components per attribute. See- VertexFormat#normal.
- st- 2D texture coordinate. 32-bit floating-point. 2 components per attribute. See- VertexFormat#st.
- binormal- Binormal (normalized), used for tangent-space effects like bump mapping. 32-bit floating-point. 3 components per attribute. See- VertexFormat#binormal.
- tangent- Tangent (normalized), used for tangent-space effects like bump mapping. 32-bit floating-point. 3 components per attribute. See- VertexFormat#tangent.
 The following attribute names are generally not created by a Geometry, but are added to a Geometry by a PrimitiveorGeometryPipelinefunctions to prepare the geometry for rendering.- position3DHigh- High 32 bits for encoded 64-bit position computed with- GeometryPipeline.encodeAttribute. 32-bit floating-point. 4 components per attribute.
- position3DLow- Low 32 bits for encoded 64-bit position computed with- GeometryPipeline.encodeAttribute. 32-bit floating-point. 4 components per attribute.
- position3DHigh- High 32 bits for encoded 64-bit 2D (Columbus view) position computed with- GeometryPipeline.encodeAttribute. 32-bit floating-point. 4 components per attribute.
- position2DLow- Low 32 bits for encoded 64-bit 2D (Columbus view) position computed with- GeometryPipeline.encodeAttribute. 32-bit floating-point. 4 components per attribute.
- color- RGBA color (normalized) usually from- GeometryInstance#color. 32-bit floating-point. 4 components per attribute.
- pickColor- RGBA color used for picking. 32-bit floating-point. 4 components per attribute.
 - 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 undefinedExample:geometry.attributes.position = new Cesium.GeometryAttribute({ componentDatatype : Cesium.ComponentDatatype.FLOAT, componentsPerAttribute : 3, values : new Float32Array(0) });See:
- 
    boundingSphere : BoundingSphere
- 
    
    An optional bounding sphere that fully encloses the geometry. This is commonly used for culling.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 undefined
- 
    
    Optional index data that - along withGeometry#primitiveType- determines the primitives in the geometry.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 undefined
- 
    primitiveType : PrimitiveType
- 
    
    The type of primitives in the geometry. This is most oftenPrimitiveType.TRIANGLES, but can varying based on the specific geometry.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 undefined
Methods
- 
    
    Computes the number of vertices in a geometry. The runtime is linear with respect to the number of attributes in a vertex, not the number of vertices.Name Type Description geometryGeometry The geometry. Returns:The number of vertices in the geometry.Example:var numVertices = Cesium.Geometry.computeNumberOfVertices(geometry);
