new Geometry(options)
    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.
Parameters:
| Name | Type | Description | |||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| options | Object | Object with the following properties: Properties
 | 
- Source:
- See:
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)
});Members
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. 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 Primitive or GeometryPipeline functions 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.
Type:
- Default Value:
- undefined
 
- Source:
- See:
Example
geometry.attributes.position = new Cesium.GeometryAttribute({
  componentDatatype : Cesium.ComponentDatatype.FLOAT,
  componentsPerAttribute : 3,
  values : new Float32Array(0)
});boundingSphere :BoundingSphere
    An optional bounding sphere that fully encloses the geometry.  This is
commonly used for culling.
    Type:
- Default Value:
- undefined
 
- Source:
indices :Array
    Optional index data that - along with 
    Geometry#primitiveType -
determines the primitives in the geometry.
Type:
- Array
- Default Value:
- undefined
 
- Source:
primitiveType :PrimitiveType
    The type of primitives in the geometry.  This is most often 
    PrimitiveType.TRIANGLES,
but can varying based on the specific geometry.
Type:
- PrimitiveType
- Default Value:
- undefined
 
- Source:
Methods
(static) computeNumberOfVertices(geometry) → {Number}
    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.
    Parameters:
| Name | Type | Description | 
|---|---|---|
| geometry | Geometry | The geometry. | 
- Source:
Returns:
    The number of vertices in the geometry.
- Type
- Number
Example
var numVertices = Cesium.Geometry.computeNumberOfVertices(geometry);