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.
const positions = new Float64Array([
0.0, 0.0, 0.0,
7500000.0, 0.0, 0.0,
0.0, 7500000.0, 0.0
]);
const 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, which make up the geometry's vertices. Each property in this object corresponds to a
GeometryAttribute containing 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. SeeVertexFormat#position.normal- Normal (normalized), commonly used for lighting. 32-bit floating-point. 3 components per attribute. SeeVertexFormat#normal.st- 2D texture coordinate. 32-bit floating-point. 2 components per attribute. SeeVertexFormat#st.bitangent- Bitangent (normalized), used for tangent-space effects like bump mapping. 32-bit floating-point. 3 components per attribute. SeeVertexFormat#bitangent.tangent- Tangent (normalized), used for tangent-space effects like bump mapping. 32-bit floating-point. 3 components per attribute. SeeVertexFormat#tangent.
The following attribute names are generally not created by a Geometry, but are added
to a Geometry by a Primitive or GeometryPipeline functions to prepare
the geometry for rendering.
position3DHigh- High 32 bits for encoded 64-bit position computed withGeometryPipeline.encodeAttribute. 32-bit floating-point. 4 components per attribute.position3DLow- Low 32 bits for encoded 64-bit position computed withGeometryPipeline.encodeAttribute. 32-bit floating-point. 4 components per attribute.position2DHigh- High 32 bits for encoded 64-bit 2D (Columbus view) position computed withGeometryPipeline.encodeAttribute. 32-bit floating-point. 4 components per attribute.position2DLow- Low 32 bits for encoded 64-bit 2D (Columbus view) position computed withGeometryPipeline.encodeAttribute. 32-bit floating-point. 4 components per attribute.color- RGBA color (normalized) usually fromGeometryInstance#color. 32-bit floating-point. 4 components per attribute.pickColor- RGBA color used for picking. 32-bit floating-point. 4 components per attribute.
Example:
geometry.attributes.position = new Cesium.GeometryAttribute({
componentDatatype : Cesium.ComponentDatatype.FLOAT,
componentsPerAttribute : 3,
values : new Float32Array(0)
});
See:
boundingSphere : BoundingSphere|undefined
An optional bounding sphere that fully encloses the geometry. This is
commonly used for culling.
-
Default Value:
undefined
Optional index data that - along with
Geometry#primitiveType -
determines the primitives in the geometry.
-
Default Value:
undefined
primitiveType : PrimitiveType|undefined
The type of primitives in the geometry. This is most often
PrimitiveType.TRIANGLES,
but can varying based on the specific geometry.
-
Default Value:
PrimitiveType.TRIANGLES
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 |
|---|---|---|
geometry |
Geometry | The geometry. |
Returns:
The number of vertices in the geometry.
Example:
const numVertices = Cesium.Geometry.computeNumberOfVertices(geometry);
