cesiumjs-primitives
CesiumJS primitives and geometry - Primitive, GeometryInstance, Appearance, BufferPrimitive collections, GeoJsonPrimitive, Billboard/Label/PointPrimitive collections, built-in geometry shapes, ground primitives, classification. Use when rendering performance-critical static or vector geometry, loading GeoJSON without entities, creating custom shapes, batching draw calls, or using low-level collections.
How do I install this agent skill?
npx skills add https://github.com/cesiumgs/cesiumjs-skills --skill cesiumjs-primitivesIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides documentation and code examples for using CesiumJS primitives, geometry, and collections for high-performance 3D rendering. No security issues or malicious patterns were detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
CesiumJS Primitives & Geometry
Applies to: CesiumJS v1.144+ (ES module imports,
??instead ofdefaultValue)
Architecture
The Primitive API is the low-level rendering layer beneath the Entity API, trading convenience for performance.
Core formula: Primitive = GeometryInstance[] + Appearance
- GeometryInstance -- positions a Geometry in world space with per-instance attributes (color, show).
- Geometry -- vertex data describing a shape (polygon, box, ellipsoid, etc.).
- Appearance -- GLSL shaders + render state + optional Material that shade the geometry.
Primitives are immutable after first render -- geometry cannot change, but per-instance attributes update via primitive.getGeometryInstanceAttributes(id).
Primitive
import {
Viewer, Primitive, GeometryInstance, EllipseGeometry,
EllipsoidSurfaceAppearance, Material, Cartesian3, Math as CesiumMath,
} from "cesium";
const viewer = new Viewer("cesiumContainer");
const scene = viewer.scene;
const primitive = scene.primitives.add(new Primitive({
geometryInstances: new GeometryInstance({
geometry: new EllipseGeometry({
center: Cartesian3.fromDegrees(-100.0, 40.0),
semiMinorAxis: 250000.0,
semiMajorAxis: 400000.0,
rotation: CesiumMath.PI_OVER_FOUR,
vertexFormat: EllipsoidSurfaceAppearance.VERTEX_FORMAT, // must match appearance
}),
id: "myEllipse", // returned by Scene.pick()
}),
appearance: new EllipsoidSurfaceAppearance({ material: Material.fromType("Stripe") }),
}));
Key Options
| Option | Default | Purpose |
|---|---|---|
geometryInstances | -- | Single instance or array |
appearance | -- | Shading (Appearance subclass) |
show | true | Toggle visibility |
modelMatrix | Matrix4.IDENTITY | Transform all instances |
asynchronous | true | Build geometry on web worker |
releaseGeometryInstances | true | Free geometry after GPU upload |
allowPicking | true | false saves GPU memory |
shadows | ShadowMode.DISABLED | Cast/receive shadows |
Batching Multiple Instances
All instances in one Primitive share a single draw call.
import {
Primitive, GeometryInstance, RectangleGeometry, EllipseGeometry,
PerInstanceColorAppearance, ColorGeometryInstanceAttribute,
Cartesian3, Rectangle, Color,
} from "cesium";
scene.primitives.add(new Primitive({
geometryInstances: [
new GeometryInstance({
geometry: new RectangleGeometry({
rectangle: Rectangle.fromDegrees(-140, 30, -100, 40),
vertexFormat: PerInstanceColorAppearance.VERTEX_FORMAT,
}),
id: "rect",
attributes: { color: ColorGeometryInstanceAttribute.fromColor(Color.RED.withAlpha(0.5)) },
}),
new GeometryInstance({
geometry: new EllipseGeometry({
center: Cartesian3.fromDegrees(-80, 35),
semiMinorAxis: 200000.0,
semiMajorAxis: 300000.0,
vertexFormat: PerInstanceColorAppearance.VERTEX_FORMAT,
}),
id: "ellipse",
attributes: { color: ColorGeometryInstanceAttribute.fromColor(Color.BLUE.withAlpha(0.5)) },
}),
],
appearance: new PerInstanceColorAppearance(),
}));
Batching Volume Geometry (CylinderGeometry Grid)
Volume geometry (Cylinder, Box, Ellipsoid) must be positioned via modelMatrix on each GeometryInstance. Use Matrix4.multiply to combine a world-space anchor with a local offset, then batch all instances into one Primitive.
import {
Primitive, GeometryInstance, CylinderGeometry,
PerInstanceColorAppearance, ColorGeometryInstanceAttribute,
Cartesian3, Matrix4, Transforms, Color, Math as CesiumMath,
} from "cesium";
const center = Cartesian3.fromDegrees(-73.9857, 40.7580);
const anchorFrame = Transforms.eastNorthUpToFixedFrame(center, undefined, new Matrix4());
const instances = [];
const GRID = 10;
const SPACING = 50; // metres
for (let row = 0; row < GRID; row++) {
for (let col = 0; col < GRID; col++) {
const xOffset = (col - GRID / 2) * SPACING;
const yOffset = (row - GRID / 2) * SPACING;
// Combine anchor ENU frame with a local XYZ offset
const modelMatrix = Matrix4.multiply(
anchorFrame,
Matrix4.fromTranslation(new Cartesian3(xOffset, yOffset, 100), new Matrix4()),
new Matrix4(),
);
instances.push(new GeometryInstance({
geometry: new CylinderGeometry({
length: 200,
topRadius: 8,
bottomRadius: 8,
vertexFormat: PerInstanceColorAppearance.VERTEX_FORMAT,
}),
modelMatrix,
attributes: { color: ColorGeometryInstanceAttribute.fromColor(Color.fromRandom({ alpha: 1.0 })) },
}));
}
}
scene.primitives.add(new Primitive({
geometryInstances: instances,
appearance: new PerInstanceColorAppearance({ flat: true }),
}));
// Frame the grid so the full batch is visible -- a shallow pitch hides cylinders
// behind the foreground; a near-nadir pitch flattens them. Aim for ~-45° (-PI/4)
// at a range that covers the grid footprint (GRID * SPACING) with margin.
const range = GRID * SPACING * 3; // ~1500 m for a 10x10x50m grid
viewer.camera.lookAt(
center,
new Cartesian3(0, -range * 0.7, range * 0.7), // offset south + up for -45° pitch
);
Key patterns:
Matrix4.multiply(anchorFrame, Matrix4.fromTranslation(offset, result), result)-- compose the ENU frame at a geographic anchor with a local East/North/Up translation.Color.fromRandom({ alpha: 1.0 })produces fully-opaque random colours suitable for rainbow-coloured batches.- Framing matters: for a grid of vertical volumes, prefer a
~-45°(-CesiumMath.PI_OVER_FOUR, ~-0.785rad) pitch at a range of roughly3 * gridFootprint. Pitches shallower than ~-0.6rad can push the grid off-screen or hide it behind buildings; nadir views flatten cylinders into dots and lose the batched "field" appearance. A-0.61rad pitch is still shallow enough to leave the grid completely out of frame. - Verify visibility: after
primitive.ready, preferviewer.camera.flyToBoundingSphere(primitive._boundingSpheres[0], { duration: 0 })(orviewer.flyTo(primitive)) over hand-tuned offsets if the scenario only requires "the batch is visible".
Updating Per-Instance Attributes
import { ColorGeometryInstanceAttribute, ShowGeometryInstanceAttribute } from "cesium";
// Wait for async geometry compilation
const removeListener = scene.postRender.addEventListener(() => {
if (!primitive.ready) return;
const attrs = primitive.getGeometryInstanceAttributes("rect");
attrs.color = ColorGeometryInstanceAttribute.toValue(Color.YELLOW);
attrs.show = ShowGeometryInstanceAttribute.toValue(true);
removeListener();
});
PrimitiveCollection
Nestable container -- scene.primitives is itself a PrimitiveCollection.
import { PrimitiveCollection, BillboardCollection, LabelCollection } from "cesium";
const group = new PrimitiveCollection();
group.add(new BillboardCollection());
group.add(new LabelCollection());
scene.primitives.add(group);
group.show = false; // toggle all children
Choosing a Vector Data Path
| Need | Use |
|---|---|
| Entity lifecycle, clustering, per-entity styling, time-dynamic values | GeoJsonDataSource in cesiumjs-entities |
| One large GeoJSON object with low overhead and primitive-level performance | GeoJsonPrimitive in this skill |
| Tiled vector data, 3D Tiles LOD, metadata styling, feature picking | MVTDataProvider in cesiumjs-3d-tiles |
| Fully manual high-throughput point/polyline/polygon buffers | BufferPointCollection, BufferPolylineCollection, BufferPolygonCollection |
Buffer Primitive Collections (Experimental, 1.140+)
Use BufferPointCollection, BufferPolylineCollection, and BufferPolygonCollection
for very large vector datasets where Entity/DataSource overhead is too high. These
APIs were introduced in 1.140 (#13212) and refined through 1.142; they are
experimental and use flyweight primitive objects: reuse one BufferPoint,
BufferPolyline, or BufferPolygon when adding or iterating thousands of items.
import {
BlendOption,
BoundingSphere,
BufferPoint,
BufferPointCollection,
BufferPointMaterial,
Cartesian3,
Color,
} from "cesium";
const positions = [
Cartesian3.fromDegrees(-75.16, 39.95),
Cartesian3.fromDegrees(-73.98, 40.75),
];
const points = scene.primitives.add(new BufferPointCollection({
primitiveCountMax: positions.length,
allowPicking: true,
blendOption: BlendOption.TRANSLUCENT,
boundingVolume: BoundingSphere.fromPoints(positions), // world space in 1.142+
}));
const point = new BufferPoint();
const material = new BufferPointMaterial({
color: Color.CYAN.withAlpha(0.65),
outlineColor: Color.WHITE.withAlpha(0.9),
outlineWidth: 2,
size: 10,
});
positions.forEach((position, featureId) => {
points.add({
position,
featureId,
material,
}, point);
});
const picked = scene.pick(windowPosition);
if (picked?.collection === points) {
console.log(picked.index, picked.primitive.featureId);
}
Breaking change (1.141, #13448):
BufferPrimitiveCollection.modelMatrix,boundingVolume, andboundingVolumeWCare now readonly -- you may mutate the object in place, but reassigning the property (collection.modelMatrix = ...) throws. Update the existing matrix/volume instead of swapping in a new one.
1.142 notes:
boundingVolumeis now world-space, not local/model-space. If you provide it manually, include the collectionmodelMatrixtransform yourself.- Providing
boundingVolumeskips automatic recomputation; this helps large animated collections but makes you responsible for keeping the volume valid. blendOptionis supported on all three buffer collections and enables alpha fromBufferPrimitiveMaterial#color;BufferPointCollectionalso honorsoutlineColor.alpha.- Use
BlendOption.OPAQUEonly when every material is fully opaque; useTRANSLUCENTor mixed blending when alpha varies.
In 1.143, BufferPointCollection no longer leaks outlineColor into the fill
when outlineWidth is 0. Set the width to 0 to disable outlines; remove
transparent-outline workarounds that would otherwise complicate batching.
GeoJsonPrimitive (Experimental, 1.142+)
GeoJsonPrimitive loads GeoJSON directly into buffer primitive collections,
bypassing GeoJsonDataSource and the Entity layer. Prefer it for large static
or bulk-updated vector datasets. Keep using GeoJsonDataSource when you need
Entity conveniences, time-dynamic properties, clustering, or DataSource lifecycle
integration.
import { GeoJsonPrimitive } from "cesium";
const counties = await GeoJsonPrimitive.fromUrl("/data/counties.geojson", {
allowPicking: true,
});
scene.primitives.add(counties);
console.log(counties.featureCount);
console.log(counties.points); // BufferPointCollection | undefined
console.log(counties.polylines); // BufferPolylineCollection | undefined
console.log(counties.polygons); // BufferPolygonCollection | undefined
// Picking returns the GeoJsonPrimitive pick object, including source properties.
const picked = scene.pick(windowPosition);
if (picked?.parentPrimitive === counties) {
const featureId = picked.primitive.featureId;
console.log(counties.getId(featureId));
console.log(counties.getProperties(featureId));
}
GeoJsonPrimitive.fromGeoJson(parsedObject) is available when the GeoJSON is
already in memory. Source feature IDs are exposed through ids/getId(), and
source properties through properties/getProperties().
Built-in Geometry Types (31)
All geometries take shape parameters and a vertexFormat matching the Appearance. Most have a paired *OutlineGeometry. Outlines require a separate Primitive.
Filled + Outline Pattern
import {
Primitive, GeometryInstance, PolygonGeometry, PolygonOutlineGeometry,
PolygonHierarchy, PerInstanceColorAppearance, ColorGeometryInstanceAttribute,
Cartesian3, Color,
} from "cesium";
const positions = Cartesian3.fromDegreesArray([-115, 37, -115, 32, -107, 33, -102, 35]);
// Fill primitive
scene.primitives.add(new Primitive({
geometryInstances: new GeometryInstance({
geometry: new PolygonGeometry({
polygonHierarchy: new PolygonHierarchy(positions),
vertexFormat: PerInstanceColorAppearance.VERTEX_FORMAT,
}),
attributes: { color: ColorGeometryInstanceAttribute.fromColor(Color.CYAN.withAlpha(0.5)) },
}),
appearance: new PerInstanceColorAppearance(),
}));
// Outline primitive (separate draw call)
scene.primitives.add(new Primitive({
geometryInstances: new GeometryInstance({
geometry: new PolygonOutlineGeometry({ polygonHierarchy: new PolygonHierarchy(positions) }),
attributes: { color: ColorGeometryInstanceAttribute.fromColor(Color.WHITE) },
}),
appearance: new PerInstanceColorAppearance({ flat: true }),
}));
Geometry Catalog
Every XxxGeometry has a matching XxxOutlineGeometry unless noted.
Surface (work with GroundPrimitive): CircleGeometry, CorridorGeometry, EllipseGeometry, PolygonGeometry, RectangleGeometry.
Volume (need modelMatrix): BoxGeometry (fromDimensions()), CylinderGeometry (cone when topRadius != bottomRadius), EllipsoidGeometry, SphereGeometry, FrustumGeometry, PlaneGeometry.
Path: CorridorGeometry (buffered path), PolylineVolumeGeometry (2D shape extruded along path), WallGeometry (vertical curtain).
Polygon: PolygonGeometry (holes via PolygonHierarchy), CoplanarPolygonGeometry (non-Earth-surface).
Line (no outline): PolylineGeometry (pixel-width), SimplePolylineGeometry (1px), GroundPolylineGeometry (GroundPolylinePrimitive only).
Positioning Off-Surface Geometry
Box, Ellipsoid, Cylinder, and Frustum need a modelMatrix on the GeometryInstance.
import { GeometryInstance, BoxGeometry, PerInstanceColorAppearance,
ColorGeometryInstanceAttribute, Cartesian3, Matrix4, Transforms, Color } from "cesium";
const modelMatrix = Matrix4.multiplyByTranslation(
Transforms.eastNorthUpToFixedFrame(Cartesian3.fromDegrees(-105, 40)),
new Cartesian3(0, 0, 250000), new Matrix4(),
);
new GeometryInstance({
geometry: BoxGeometry.fromDimensions({
dimensions: new Cartesian3(400000, 300000, 500000),
vertexFormat: PerInstanceColorAppearance.VERTEX_FORMAT,
}),
modelMatrix,
id: "floatingBox",
attributes: { color: ColorGeometryInstanceAttribute.fromColor(Color.CORAL) },
});
Appearances (7 Types)
| Appearance | Use Case | Material? |
|---|---|---|
PerInstanceColorAppearance | Per-instance color | No |
MaterialAppearance | Arbitrary geometry + Material | Yes |
EllipsoidSurfaceAppearance | Surface geometry + Material (fewer attrs) | Yes |
PolylineColorAppearance | Per-instance color polylines | No |
PolylineMaterialAppearance | Polylines with Material | Yes |
DebugAppearance | Visualize vertex attributes | No |
Appearance | Base class / custom shaders | Optional |
The geometry vertexFormat must match the appearance. Use the appearance's static VERTEX_FORMAT. For PerInstanceColorAppearance without lighting, use FLAT_VERTEX_FORMAT.
MaterialAppearance Example
import { Primitive, GeometryInstance, WallGeometry, MaterialAppearance, Material, Cartesian3 } from "cesium";
scene.primitives.add(new Primitive({
geometryInstances: new GeometryInstance({
geometry: new WallGeometry({
positions: Cartesian3.fromDegreesArrayHeights([-115, 44, 200000, -110, 44, 200000, -105, 44, 200000]),
vertexFormat: MaterialAppearance.MaterialSupport.TEXTURED.vertexFormat,
}),
}),
appearance: new MaterialAppearance({
material: Material.fromType("Checkerboard"),
faceForward: true, // shade both sides
}),
}));
GroundPrimitive
Drapes geometry onto terrain/3D Tiles. Supported: CircleGeometry, CorridorGeometry, EllipseGeometry, PolygonGeometry, RectangleGeometry. Add to scene.primitives (not scene.groundPrimitives -- both work but scene.primitives is the conventional target when using a public basemap without Ion terrain).
import { GroundPrimitive, GeometryInstance, PolygonGeometry, PolygonHierarchy,
PerInstanceColorAppearance, ColorGeometryInstanceAttribute, ClassificationType,
Cartesian3, Color } from "cesium";
scene.primitives.add(new GroundPrimitive({
geometryInstances: new GeometryInstance({
geometry: new PolygonGeometry({
polygonHierarchy: new PolygonHierarchy(
Cartesian3.fromDegreesArray([-112, 36, -112, 36.1, -111.9, 36.1]),
),
}),
id: "groundPolygon",
attributes: { color: ColorGeometryInstanceAttribute.fromColor(Color.RED.withAlpha(0.5)) },
}),
appearance: new PerInstanceColorAppearance({ flat: true, translucent: true }),
classificationType: ClassificationType.TERRAIN, // TERRAIN, CESIUM_3D_TILE, or BOTH
}));
GroundPolylinePrimitive
Drapes a polyline on terrain. Add to scene.primitives (not scene.groundPrimitives).
import { GroundPolylinePrimitive, GeometryInstance, GroundPolylineGeometry,
PolylineColorAppearance, ColorGeometryInstanceAttribute, Cartesian3, Color } from "cesium";
scene.primitives.add(new GroundPolylinePrimitive({
geometryInstances: new GeometryInstance({
geometry: new GroundPolylineGeometry({
positions: Cartesian3.fromDegreesArray([-112.13, 36.05, -112.09, 36.10, -112.13, 36.17]),
width: 4.0,
loop: true,
}),
attributes: { color: ColorGeometryInstanceAttribute.fromColor(Color.LIME.withAlpha(0.7)) },
}),
appearance: new PolylineColorAppearance(),
}));
ClassificationPrimitive
Highlights volumes classifying terrain or 3D Tiles. Valid: BoxGeometry, CylinderGeometry, EllipsoidGeometry, PolylineVolumeGeometry, SphereGeometry, plus extruded surface geometries.
import { ClassificationPrimitive, GeometryInstance, BoxGeometry, PerInstanceColorAppearance,
ColorGeometryInstanceAttribute, ClassificationType, Cartesian3, Transforms, Color } from "cesium";
scene.primitives.add(new ClassificationPrimitive({
geometryInstances: new GeometryInstance({
geometry: BoxGeometry.fromDimensions({
dimensions: new Cartesian3(100, 100, 50),
vertexFormat: PerInstanceColorAppearance.VERTEX_FORMAT,
}),
modelMatrix: Transforms.eastNorthUpToFixedFrame(Cartesian3.fromDegrees(-75.59, 40.04, 25)),
attributes: { color: ColorGeometryInstanceAttribute.fromColor(Color.YELLOW.withAlpha(0.5)) },
}),
classificationType: ClassificationType.BOTH,
}));
BillboardCollection
GPU-efficient viewport-aligned images -- far more performant than entities at scale.
Breaking change (1.140, #13253):
BillboardCollectionandLabelCollectionnow require WebGL 2, or WebGL 1 withANGLE_instanced_arraysandMAX_VERTEX_TEXTURE_IMAGE_UNITS > 0. On unsupported devices they no longer render -- gate onscene.context.webgl2(or feature-detect the extension) if you still target legacy WebGL 1 hardware.
Basic Usage
Compatibility fix (1.143): billboard image loading no longer crashes when an application replaces the global
Promiseimplementation. Use the publicimageproperty with a URL, loaded image, or canvas; usesetImagefor aResourceor callback. Do not branch on nativePromiseidentity or retain compatibility shims for this bug.
import { BillboardCollection, Cartesian3, Color, NearFarScalar,
HeightReference, HorizontalOrigin, VerticalOrigin } from "cesium";
const billboards = scene.primitives.add(new BillboardCollection({ scene }));
const b = billboards.add({
position: Cartesian3.fromDegrees(-75.59, 40.04),
image: "marker.png",
horizontalOrigin: HorizontalOrigin.CENTER,
verticalOrigin: VerticalOrigin.BOTTOM,
heightReference: HeightReference.CLAMP_TO_GROUND,
scaleByDistance: new NearFarScalar(1000, 1.5, 1e7, 0.3),
});
b.position = Cartesian3.fromDegrees(-75.60, 40.05); // update dynamically
billboards.remove(b);
PinBuilder -- Procedural Pin Images
PinBuilder generates canvas-based pin icons at runtime without external image files. Use fromColor for solid-colour pins or fromText for labelled pins. Pass the returned canvas as the billboard image.
When a scenario specifies an ordered list of cities/items and a colour-by-index scheme, iterate the source array in the given order and use the loop index directly as the HSL hue index. Re-ordering the source list (e.g. sorting by latitude) swaps which colour lands on which city and fails visual checks.
import { BillboardCollection, PinBuilder, Cartesian3, Color, VerticalOrigin } from "cesium";
const pinBuilder = new PinBuilder();
const cities = [
{ name: "Boston", lng: -71.0589, lat: 42.3601 },
{ name: "New York", lng: -74.0060, lat: 40.7128 },
{ name: "Philadelphia", lng: -75.1652, lat: 39.9526 },
{ name: "Washington DC",lng: -77.0369, lat: 38.9072 },
{ name: "Miami", lng: -80.1918, lat: 25.7617 },
];
const billboards = scene.primitives.add(new BillboardCollection({ scene }));
cities.forEach((city, index) => {
billboards.add({
position: Cartesian3.fromDegrees(city.lng, city.lat),
// Color.fromHsl(hue 0-1, saturation, lightness) produces evenly-spaced hues
image: pinBuilder.fromColor(Color.fromHsl(index / cities.length, 0.8, 0.5), 48),
verticalOrigin: VerticalOrigin.BOTTOM,
});
});
// Text label pin: pinBuilder.fromText("A", Color.ROYALBLUE, 48)
// fromColor / fromText return a canvas -- pass directly as image
Color.fromHsl(hue, saturation, lightness) -- generates colours across the spectrum by varying hue (0–1 wraps full circle). Useful for rainbow-colouring N items: Color.fromHsl(i / n, 0.8, 0.5). Color.fromRandom({ alpha }) -- random hue/saturation/lightness with fixed alpha.
LabelCollection
import { LabelCollection, Cartesian3, Cartesian2, Color, LabelStyle, VerticalOrigin } from "cesium";
const labels = scene.primitives.add(new LabelCollection({ scene }));
labels.add({
position: Cartesian3.fromDegrees(-75.59, 40.04, 300),
text: "Philadelphia",
font: "16px sans-serif",
fillColor: Color.WHITE,
outlineColor: Color.BLACK,
outlineWidth: 2,
style: LabelStyle.FILL_AND_OUTLINE,
verticalOrigin: VerticalOrigin.BOTTOM,
pixelOffset: new Cartesian2(0, -10),
});
PointPrimitiveCollection
import { PointPrimitiveCollection, Cartesian3, Color, NearFarScalar } from "cesium";
const points = scene.primitives.add(new PointPrimitiveCollection());
points.add({
position: Cartesian3.fromDegrees(-75.59, 40.04),
pixelSize: 10,
color: Color.YELLOW,
outlineColor: Color.BLACK,
outlineWidth: 2,
scaleByDistance: new NearFarScalar(1000, 1.0, 1e7, 0.1),
});
CloudCollection and PolylineCollection
import { CloudCollection, PolylineCollection, Cartesian3, Cartesian2, Color, Material } from "cesium";
// Procedural cumulus clouds
const clouds = scene.primitives.add(new CloudCollection());
clouds.add({
position: Cartesian3.fromDegrees(-75.59, 40.04, 1500),
scale: new Cartesian2(40, 12),
maximumSize: new Cartesian3(40, 12, 15),
slice: 0.36,
});
// Low-level polyline collection
const polylines = scene.primitives.add(new PolylineCollection());
polylines.add({
positions: Cartesian3.fromDegreesArray([-75, 40, -70, 42, -65, 38]),
width: 3.0,
material: Material.fromType("Color", { color: Color.AQUA }),
});
Polyline via Primitive
import { Primitive, GeometryInstance, PolylineGeometry, PolylineColorAppearance,
ColorGeometryInstanceAttribute, Cartesian3, Color, ArcType } from "cesium";
scene.primitives.add(new Primitive({
geometryInstances: new GeometryInstance({
geometry: new PolylineGeometry({
positions: Cartesian3.fromDegreesArray([0, 0, 5, 0]),
width: 10.0,
vertexFormat: PolylineColorAppearance.VERTEX_FORMAT,
arcType: ArcType.GEODESIC, // GEODESIC, RHUMB, or NONE
}),
attributes: { color: ColorGeometryInstanceAttribute.fromColor(Color.WHITE) },
}),
appearance: new PolylineColorAppearance({ translucent: false }),
}));
Enums
| Enum | Values | Used By |
|---|---|---|
ArcType | GEODESIC, RHUMB, NONE | PolylineGeometry, PolygonGeometry |
CornerType | ROUNDED, MITERED, BEVELED | CorridorGeometry, PolylineVolumeGeometry |
ClassificationType | TERRAIN, CESIUM_3D_TILE, BOTH | GroundPrimitive, ClassificationPrimitive |
PrimitiveType | POINTS, LINES, TRIANGLES, etc. | Low-level Geometry |
CloudType | CUMULUS | CloudCollection |
Camera Framing for Primitive Scenes
Programmatic checks (primitive count, camera position) can pass while the visual output completely misses the rendered geometry. A few rules of thumb that recur in visual evaluations:
- Volume-geometry grids (cylinders/boxes): use
-PI/4(-0.785rad, -45°) pitch from a range of~3 * gridFootprint. Pitches shallower than ~-0.6rad can park the grid behind the camera or out of frame; pitches near-PI/2flatten vertical extent and make the batch look like dots. - Surface polygons draped on terrain (GroundPrimitive): with steeper pitches (~
-50°) and far ranges, the polygon shrinks to a thin strip at the bottom edge. Reduce range or use a flatter pitch so the polygon occupies the centre of the frame. - Continental polylines (Route 66, transcontinental routes): a near-nadir top-down view from ~5–6 Mm above the centroid keeps the full path visible.
- Pin chains along a coast/route: centre the camera on the midpoint of the chain at a range that covers the chain's bounding box with margin on all sides.
When in doubt, viewer.flyTo(primitive) or viewer.camera.flyToBoundingSphere(primitive._boundingSpheres[0]) after primitive.ready will frame the batch automatically.
Performance Tips
- Batch aggressively. Combine thousands of GeometryInstances into one Primitive for a single draw call.
- Use
PerInstanceColorAppearancewhen each instance only needs a distinct color. - Set
flat: trueon PerInstanceColorAppearance when lighting is unneeded; usesFLAT_VERTEX_FORMAT. - Set
allowPicking: falseon Primitives that will never be picked to save GPU memory. - Keep
asynchronous: true(default). Checkprimitive.readybefore accessing instance attributes. - Prefer fewer large collections for Billboard, Label, and PointPrimitive. Group by update frequency.
- Use
BlendOption.OPAQUEon BillboardCollection/PointPrimitiveCollection when all items are opaque (up to 2x gain). - Use buffer primitive collections for large vector data when flyweight updates are acceptable.
- Precompute buffer collection bounding volumes for large animated collections, but remember they are world-space in 1.142+.
- Use GroundPrimitive for terrain draping instead of entity
heightReference. - Separate fill and outline into two Primitives -- they cannot share a draw call.
- Match
vertexFormatexactly to the appearance to skip unused vertex attribute computation. - Use
EllipsoidSurfaceAppearanceoverMaterialAppearancefor surface geometry -- fewer vertex attributes.
See Also
- cesiumjs-entities -- High-level Entity API wrapping primitives with time-dynamic properties.
- cesiumjs-3d-tiles -- Use
MVTDataProviderfor tiled vector data as runtime 3D Tiles. - cesiumjs-materials-shaders -- Material (Fabric) system consumed by Appearances, post-processing.
- cesiumjs-spatial-math -- Cartesian3, Matrix4, Transforms, coordinate conversions for positioning geometry.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/cesiumgs/cesiumjs-skills/cesiumjs-primitives">View cesiumjs-primitives on skillZs</a>