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.
| 参数名称 | 类型 | 描述信息 | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options | 
            
            object | 
            
                Object with the following properties:
                
  | 
        
使用示例:
// 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:
参考:
成员(属性)
attributes : GeometryAttributes
    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.
使用示例:
geometry.attributes.position = new Cesium.GeometryAttribute({
  componentDatatype : Cesium.ComponentDatatype.FLOAT,
  componentsPerAttribute : 3,
  values : new Float32Array(0)
});
    
    
    
    
    
    参考:
boundingSphere : BoundingSphere|undefined
    An optional bounding sphere that fully encloses the geometry.  This is
commonly used for culling.
- 
    
    
    
    
    
    
    
    
    默认值:
    
 
undefined
    
    
    
    
    
    
    
    Optional index data that - along with 
Geometry#primitiveType -
determines the primitives in the geometry.
- 
    
    
    
    
    
    
    
    
    默认值:
    
 
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.
- 
    
    
    
    
    
    
    
    
    默认值:
    
 
PrimitiveType.TRIANGLES
    
    
    
    
    
    
    
方法
    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.
    
| 参数名称 | 类型 | 描述信息 | 
|---|---|---|
geometry | 
            
            Geometry | The geometry. | 
返回值:
    The number of vertices in the geometry.
    
使用示例:
const numVertices = Cesium.Geometry.computeNumberOfVertices(geometry);
    
    
    
    
    
    
