new Primitive()
Scene
. The geometry can be from a single GeometryInstance
as shown in example 1 below, or from an array of instances, even if the geometry is from different
geometry types, e.g., an RectangleGeometry
and an EllipsoidGeometry
as shown in Code Example 2.
A primitive combines geometry instances with an Appearance
that describes the full shading, including
Material
and RenderState
. Roughly, the geometry instance defines the structure and placement,
and the appearance defines the visual characteristics. Decoupling geometry and appearance allows us to mix
and match most of them and add a new geometry or appearance independently of each other.
Combining multiple instances into one primitive is called batching, and significantly improves performance for static data.
Instances can be individually picked; Scene#pick
returns their GeometryInstance#id
. Using
per-instance appearances like PerInstanceColorAppearance
, each instance can also have a unique color.
Geometry
can either be created and batched on a web worker or the main thread. The first two examples
show geometry that will be created on a web worker by using the descriptions of the geometry. The third example
shows how to create the geometry on the main thread by explicitly calling the createGeometry
method.
Name | Type | Default | Description |
---|---|---|---|
options.geometryInstances |
Array | GeometryInstance | optional The geometry instances - or a single geometry instance - to render. | |
options.appearance |
Appearance | optional The appearance used to render the primitive. | |
options.show |
Boolean |
true
|
optional Determines if this primitive will be shown. |
options.vertexCacheOptimize |
Boolean |
false
|
optional
When true , geometry vertices are optimized for the pre and post-vertex-shader caches. |
options.interleave |
Boolean |
false
|
optional
When true , geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time. |
options.releaseGeometryInstances |
Boolean |
true
|
optional
When true , the primitive does not keep a reference to the input geometryInstances to save memory. |
options.allow3DOnly |
Boolean |
false
|
optional
When true , each geometry instance will only be rendered in 3D to save GPU memory. |
options.allowPicking |
Boolean |
true
|
optional
When true , each geometry instance will only be pickable with Scene#pick . When false , GPU memory is saved. |
options.asynchronous |
Boolean |
true
|
optional Determines if the primitive will be created asynchronously or block until ready. |
options.debugShowBoundingVolume |
Boolean |
false
|
optional For debugging only. Determines if this primitive's commands' bounding spheres are shown. |
Example:
// 1. Draw a translucent ellipse on the surface with a checkerboard pattern
var instance = new Cesium.GeometryInstance({
geometry : new Cesium.EllipseGeometry({
vertexFormat : Cesium.VertexFormat.POSITION_AND_ST,
ellipsoid : ellipsoid,
center : Cesium.Cartesian3.fromDegrees(-100.0, 20.0),
semiMinorAxis : 500000.0,
semiMajorAxis : 1000000.0,
rotation : Cesium.Math.PI_OVER_FOUR
}),
id : 'object returned when this instance is picked and to get/set per-instance attributes'
});
var primitive = new Cesium.Primitive({
geometryInstances : instance,
appearance : new Cesium.EllipsoidSurfaceAppearance({
material : Cesium.Material.fromType('Checkerboard')
})
});
scene.primitives.add(primitive);
// 2. Draw different instances each with a unique color
var rectangleInstance = new Cesium.GeometryInstance({
geometry : new Cesium.RectangleGeometry({
vertexFormat : Cesium.VertexFormat.POSITION_AND_NORMAL,
rectangle : new Cesium.Rectangle(
Cesium.Math.toRadians(-140.0),
Cesium.Math.toRadians(30.0),
Cesium.Math.toRadians(-100.0),
Cesium.Math.toRadians(40.0))
}),
id : 'rectangle',
attribute : {
color : new Cesium.ColorGeometryInstanceAttribute(0.0, 1.0, 1.0, 0.5)
}
});
var ellipsoidInstance = new Cesium.GeometryInstance({
geometry : new Cesium.EllipsoidGeometry({
vertexFormat : Cesium.VertexFormat.POSITION_AND_NORMAL,
radii : new Cesium.Cartesian3(500000.0, 500000.0, 1000000.0)
}),
modelMatrix : Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(
Cesium.Cartesian3.fromDegrees(-95.59777, 40.03883)), new Cesium.Cartesian3(0.0, 0.0, 500000.0)),
id : 'ellipsoid',
attribute : {
color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.AQUA)
}
});
var primitive = new Cesium.Primitive({
geometryInstances : [rectangleInstance, ellipsoidInstance],
appearance : new Cesium.PerInstanceColorAppearance()
});
scene.primitives.add(primitive);
// 3. Create the geometry on the main thread.
var primitive = new Cesium.Primitive({
geometryInstances : new Cesium.GeometryInstance({
geometry : Cesium.EllipsoidGeometry.createGeometry(new Cesium.EllipsoidGeometry({
vertexFormat : Cesium.VertexFormat.POSITION_AND_NORMAL,
radii : new Cesium.Cartesian3(500000.0, 500000.0, 1000000.0)
})),
modelMatrix : Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(
Cesium.Cartesian3.fromDegrees(-95.59777, 40.03883)), new Cesium.Cartesian3(0.0, 0.0, 500000.0)),
id : 'ellipsoid',
attribute : {
color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.AQUA)
}
}),
appearance : new Cesium.PerInstanceColorAppearance()
});
scene.primitives.add(primitive);
See:
Members
-
readonlyallow3DOnly :Boolean
-
When
true
, each geometry instance will only be rendered in 3D to save GPU memory.-
Default Value:
false
Source: Scene/Primitive.js, line 341 -
readonlyallowPicking :Boolean
-
When
true
, each geometry instance will only be pickable withScene#pick
. Whenfalse
, GPU memory is saved. *-
Default Value:
true
Source: Scene/Primitive.js, line 357 -
appearance :Appearance
-
The
Appearance
used to shade this primitive. Each geometry instance is shaded with the same appearance. Some appearances, likePerInstanceColorAppearance
allow giving each instance unique properties.-
Default Value:
undefined
Source: Scene/Primitive.js, line 195 -
readonlyasynchronous :Boolean
-
Determines if the geometry instances will be created and batched on a web worker.
-
Default Value:
true
Source: Scene/Primitive.js, line 373 -
debugShowBoundingVolume :Boolean
-
This property is for debugging only; it is not for production use nor is it optimized.
Draws the bounding sphere for each
DrawCommand
in the primitive.-
Default Value:
false
Source: Scene/Primitive.js, line 246 -
geometryInstances :Array
-
The geometry instances rendered with this primitive. This may be
undefined
ifoptions.releaseGeometryInstances
istrue
when the primitive is constructed.Changing this property after the primitive is rendered has no effect.
-
Default Value:
undefined
Source: Scene/Primitive.js, line 183 -
readonlyinterleave :Boolean
-
Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
-
Default Value:
false
Source: Scene/Primitive.js, line 309 -
modelMatrix :Matrix4
-
The 4x4 transformation matrix that transforms the primitive (all geometry instances) from model to world coordinates. When this is the identity matrix, the primitive is drawn in world coordinates, i.e., Earth's WGS84 coordinates. Local reference frames can be used by providing a different transformation matrix, like that returned by
Transforms.eastNorthUpToFixedFrame
. This matrix is available to GLSL vertex and fragment shaders viaczm_model
and derived uniforms.-
Default Value:
Matrix4.IDENTITY
Example:
var origin = Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0); p.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin);
See:
Source: Scene/Primitive.js, line 216 -
readonlyreleaseGeometryInstances :Boolean
-
When
true
, the primitive does not keep a reference to the inputgeometryInstances
to save memory.-
Default Value:
true
Source: Scene/Primitive.js, line 325 -
show :Boolean
-
Determines if the primitive will be shown. This affects all geometry instances in the primitive.
-
Default Value:
true
Source: Scene/Primitive.js, line 227 -
readonlyvertexCacheOptimize :Boolean
-
When
true
, geometry vertices are optimized for the pre and post-vertex-shader caches.-
Default Value:
true
Source: Scene/Primitive.js, line 293
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 aDeveloperError
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:
e = e && e.destroy();
See:
Source: Scene/Primitive.js, line 1124 -
-
getGeometryInstanceAttributes(id) → Object
-
Returns the modifiable per-instance attributes for a
GeometryInstance
.Name Type Description id
Object The id of the GeometryInstance
.Returns:
The typed array in the attribute's format or undefined if the is no instance with id.Throws:
-
DeveloperError : must call update before calling getGeometryInstanceAttributes.
Example:
var attributes = primitive.getGeometryInstanceAttributes('an id'); attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA); attributes.show = Cesium.ShowGeometryInstanceAttribute.toValue(true);
Source: Scene/Primitive.js, line 1037 -
-
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 aDeveloperError
exception.Returns:
true
if this object was destroyed; otherwise,false
.See:
Source: Scene/Primitive.js, line 1100