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cesiumjs-spatial-math

Curated agent skills for CesiumJS development — 14 domain skills covering 551 public symbols acr...

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项目 README

来源文件:README.md

抓取于 2026年9月12日

CesiumJS Agent Skills

Curated agent skills for CesiumJS development — 14 domain skills covering ~551 public symbols across the CesiumJS v1.143 API surface.

See the July 2026 / CesiumJS 1.143 coverage matrix for the exact skill owner of every release addition, runtime fix, and announced workflow surface.

Quick Start

Claude Code

One-Liner from the terminal (recommended):

claude plugin marketplace add CesiumGS/cesiumjs-skills

From inside Claude Code:

  1. Type /plugin and press Enter
  2. Select Add Marketplace
  3. Enter CesiumGS/cesiumjs-skills
  4. Once the marketplace is added, type /plugin again
  5. Select Install Plugin
  6. Choose cesiumjs-skills from the list

After installing, run /reload-plugins to activate the skills in your current session.

Any Agent Skills-Compatible Tool

These skills follow the Agent Skills open standard. Copy or symlink the skills/ directory into your workspace — skills are discovered automatically from skills/<name>/SKILL.md.


Table of Contents

Skills Catalog

SkillActivates when...
cesiumjs-viewer-setupInitializing a CesiumJS app, configuring widgets, setting Ion tokens, bootstrapping a globe
cesiumjs-cameraPositioning the camera, flyTo animations, constraining navigation, entity tracking
cesiumjs-entitiesAdding graphics and time-segmented paths; loading GeoJSON/KML/CZML/GPX through DataSources
cesiumjs-3d-tilesLoading tilesets, compressed/CAD glTF, or MVT; styling, metadata, voxels, clipping
cesiumjs-imageryAdding/swapping base map layers, configuring imagery providers, split-screen comparisons
cesiumjs-terrain-environmentConfiguring terrain, querying heights, atmosphere/sky/fog/lighting/shadows, panoramas
cesiumjs-primitivesPerformance-critical static/vector geometry, GeoJsonPrimitive, BufferPrimitive collections
cesiumjs-materials-shadersFabric materials, ImageBasedLighting, post-processing effects, bloom, tonemapping
cesiumjs-custom-shaderWriting GLSL shader bodies for Model/Cesium3DTileset/VoxelPrimitive; feature IDs, EXT_structural_metadata
cesiumjs-time-propertiesDynamic properties, simulation clock, interpolation, and interval/sampled path materials
cesiumjs-spatial-mathCoordinate conversions, ellipsoid geometry, model matrices, intersection tests, projections
cesiumjs-interactionUser clicks on the globe, multi-modifier shortcuts, entity/feature selection, hover, drag
cesiumjs-models-particlesCompressed/CAD glTF/GLB loading, edge display, animations, and particle effects
cesiumjs-core-utilitiesHTTP requests via Resource, Color, Event, error handling, helper functions

Domain Mapping

Every public class, function, and enum in CesiumJS is assigned to exactly one skill. Cross-domain ownership rules and the full symbol map are documented in docs/DOMAINS.md.

Compatibility

The Agent Skills format is an open standard originally developed by Anthropic and adopted by leading AI development tools including Claude Code, GitHub Copilot, and many others.

By popular demand, this repository also ships as a Claude Code plugin with a SessionStart hook and Chrome DevTools MCP integration for browser-based verification.

Repository Layout

cesiumjs-skills/
├── skills/                          # The product
│   ├── cesiumjs-*/SKILL.md          # 14 domain skills (CesiumJS v1.143)
│   └── using-cesiumjs-skills/       # Bootstrap orientation skill
├── docs/
│   ├── DOMAINS.md                   # Symbol ownership map
│   └── skills-catalog.md            # Skills catalog
├── .claude-plugin/
│   ├── plugin.json                  # Claude Code plugin manifest
│   └── marketplace.json             # Plugin marketplace catalog
├── .mcp.json                        # Chrome DevTools MCP server
├── hooks/                           # SessionStart hook + runner
└── LICENSE

License

Apache 2.0

其他

高风险

  • 来源需自行核对维护者身份。
  • 未检测到明显脚本安装指令。
  • 未检测到明显外部权限要求。
  • 存在潜在风险命令,请谨慎安装。
  • 扫描发现:2 条。

Codex — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/CesiumGS/cesiumjs-skills.git
  3. 将 "skills/cesiumjs-spatial-math" 文件夹复制到 Codex 的 skills 目录中。
  4. 重启 Codex 让新的 skill 生效。

Codex — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Codex 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Codex 让新的 skill 生效。

Claude Code — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/CesiumGS/cesiumjs-skills.git
  3. 将 "skills/cesiumjs-spatial-math" 文件夹复制到 Claude Code 的 skills 目录中。
  4. 重启 Claude Code 让新的 skill 生效。

Claude Code — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Claude Code 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Claude Code 让新的 skill 生效。

Cursor — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/CesiumGS/cesiumjs-skills.git
  3. 将 "skills/cesiumjs-spatial-math" 文件夹复制到 Cursor 的 skills 目录中。
  4. 重启 Cursor 让新的 skill 生效。

Cursor — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Cursor 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Cursor 让新的 skill 生效。

GitHub Copilot — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/CesiumGS/cesiumjs-skills.git
  3. 将 "skills/cesiumjs-spatial-math" 文件夹复制到 GitHub Copilot 的 skills 目录中。
  4. 重启 GitHub Copilot 让新的 skill 生效。

GitHub Copilot — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 GitHub Copilot 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 GitHub Copilot 让新的 skill 生效。

Windsurf — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/CesiumGS/cesiumjs-skills.git
  3. 将 "skills/cesiumjs-spatial-math" 文件夹复制到 Windsurf 的 skills 目录中。
  4. 重启 Windsurf 让新的 skill 生效。

Windsurf — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Windsurf 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Windsurf 让新的 skill 生效。
查看 SKILL.md 原文
name: cesiumjs-spatial-math
description: "CesiumJS spatial math - Cartesian3, Cartographic, Matrix4, Quaternion, Transforms, Ellipsoid, BoundingSphere, projections, coordinate conversions. Use when converting between coordinate systems, computing positions on the ellipsoid, performing spatial intersection tests, building model matrices, or working with geographic projections."

CesiumJS Spatial Math & Transforms

Version baseline: CesiumJS v1.143 (2026-07-01)

Mathematical foundation for every CesiumJS application: coordinate types, unit conversions, ellipsoid geometry, reference frame transforms, bounding volumes, intersection tests, and projections.

Core Concepts

CesiumJS uses a right-handed Earth-Centered Earth-Fixed (ECEF) coordinate system:

  • Cartesian3 -- ECEF (x, y, z) in meters. Internal representation for all 3D positions.
  • Cartographic -- (longitude, latitude, height). Angles are radians, height in meters above ellipsoid.

All angular values in core math are radians. Use Math.toRadians() / Math.toDegrees(). Math types use a static-method-with-result pattern: pass a result parameter to reuse allocations.

Cartesian3 -- Positions and Vectors

import { Cartesian3, Math as CesiumMath } from "cesium";

// From lon/lat degrees -- most common entry point
const pos = Cartesian3.fromDegrees(-105.0, 40.0);
const elevated = Cartesian3.fromDegrees(-105.0, 40.0, 1500.0); // with height

// Batch creation: [lon, lat, lon, lat, ...]
const ring = Cartesian3.fromDegreesArray([-105, 40, -100, 40, -100, 35]);

// With heights: [lon, lat, h, lon, lat, h, ...]
const wall = Cartesian3.fromDegreesArrayHeights([-105, 40, 500, -100, 40, 1000]);

// From raw ECEF or from radians
const raw = new Cartesian3(-1275096.0, -4797180.0, 4075270.0);
const fromRad = Cartesian3.fromRadians(-1.8326, 0.6981, 1500.0);

// Constants
Cartesian3.ZERO;   // (0,0,0)
Cartesian3.UNIT_X; // (1,0,0)
Cartesian3.UNIT_Y; // (0,1,0)
Cartesian3.UNIT_Z; // (0,0,1)

Breaking change (1.139, #8359): Cartesian2, Cartesian3, and Cartesian4 are now ES6 classes. Calling new on a static factory method now throws -- new Cartesian3.fromArray([...]) and new Cartesian3.fromDegrees(...) are errors. Drop new for factory methods (Cartesian3.fromArray([...])); keep it only for the real constructor (new Cartesian3(x, y, z)). More classes are migrating to ES6 classes, so apply this rule everywhere.

Vector Operations

const a = new Cartesian3(1.0, 2.0, 3.0);
const b = new Cartesian3(4.0, 5.0, 6.0);
const r = new Cartesian3(); // reusable scratch

Cartesian3.add(a, b, r);                // a + b
Cartesian3.subtract(a, b, r);           // a - b
Cartesian3.multiplyByScalar(a, 2.0, r); // a * 2
Cartesian3.negate(a, r);                // -a
Cartesian3.cross(a, b, r);              // cross product
Cartesian3.normalize(a, r);             // unit vector
Cartesian3.lerp(a, b, 0.5, r);         // linear interpolation
Cartesian3.midpoint(a, b, r);           // midpoint

const dot = Cartesian3.dot(a, b);       // dot product
const len = Cartesian3.magnitude(a);    // ||a||
const dist = Cartesian3.distance(a, b); // Euclidean distance
const distSq = Cartesian3.distanceSquared(a, b); // faster for comparisons
const angle = Cartesian3.angleBetween(a, b);     // radians

Cartographic -- Geographic Coordinates

import { Cartographic, Cartesian3, Math as CesiumMath } from "cesium";

const carto = Cartographic.fromDegrees(-105.0, 40.0, 1500.0);
const cartoRad = Cartographic.fromRadians(-1.8326, 0.6981, 1500.0);

// Cartesian3 <-> Cartographic
const position = Cartesian3.fromDegrees(-105.0, 40.0, 1500.0);
const geo = Cartographic.fromCartesian(position);
const lonDeg = CesiumMath.toDegrees(geo.longitude); // -105.0
const latDeg = CesiumMath.toDegrees(geo.latitude);  // 40.0
const backToCart = Cartographic.toCartesian(geo);

CesiumMath Utilities

import { Math as CesiumMath } from "cesium";

// Degree/radian conversion
const rad = CesiumMath.toRadians(90.0);    // PI/2
const deg = CesiumMath.toDegrees(Math.PI); // 180

// Constants: PI, TWO_PI, PI_OVER_TWO, PI_OVER_FOUR, RADIANS_PER_DEGREE
// EPSILON1 (0.1) through EPSILON21 (1e-21)

const clamped = CesiumMath.clamp(value, 0.0, 1.0);
const interp = CesiumMath.lerp(0.0, 100.0, 0.5);          // 50
const norm = CesiumMath.negativePiToPi(angle);              // [-PI, PI]
const pos = CesiumMath.zeroToTwoPi(angle);                  // [0, 2*PI]
const safeLon = CesiumMath.convertLongitudeRange(angle);    // [-PI, PI)
const eq = CesiumMath.equalsEpsilon(a, b, CesiumMath.EPSILON7); // float compare

Ellipsoid

import { Ellipsoid, Cartesian3, Cartographic } from "cesium";

// Built-in ellipsoids
Ellipsoid.WGS84;       // Earth (default)
Ellipsoid.UNIT_SPHERE;  // radius 1
Ellipsoid.MOON;         // lunar sphere
Ellipsoid.MARS;         // Mars (v1.133+)

// Change default (affects Ellipsoid.default everywhere)
Ellipsoid.default = Ellipsoid.MOON;

// Conversions on a specific ellipsoid
const cart = Ellipsoid.WGS84.cartographicToCartesian(
  Cartographic.fromDegrees(-75.0, 40.0, 100.0),
);
const carto = Ellipsoid.WGS84.cartesianToCartographic(cart);

// Surface normal at a position
const normal = Ellipsoid.WGS84.geodeticSurfaceNormal(cart, new Cartesian3());

// Project point onto ellipsoid surface
const onSurface = Ellipsoid.WGS84.scaleToGeodeticSurface(cart, new Cartesian3());

Transforms -- Reference Frames

Transforms builds 4x4 matrices relating local frames to ECEF. The most commonly used function is eastNorthUpToFixedFrame.

East-North-Up (ENU)

ENU: X = east, Y = north, Z = up. Standard frame for placing models on the globe.

import { Cartesian3, Transforms, Matrix4 } from "cesium";

const origin = Cartesian3.fromDegrees(-105.0, 40.0);
const enuMatrix = Transforms.eastNorthUpToFixedFrame(origin);
// Columns: [east, north, up, origin] in ECEF

Heading-Pitch-Roll Model Matrix

Standard way to position and orient a 3D model.

import { Cartesian3, Transforms, HeadingPitchRoll, Math as CesiumMath } from "cesium";

const position = Cartesian3.fromDegrees(-105.0, 40.0, 0.0);
const hpr = new HeadingPitchRoll(
  CesiumMath.toRadians(90.0), // heading: 90 deg east
  0.0,                         // pitch: level
  0.0,                         // roll: none
);
const modelMatrix = Transforms.headingPitchRollToFixedFrame(position, hpr);

// Just the orientation quaternion (e.g., for Entity.orientation)
const orientation = Transforms.headingPitchRollQuaternion(position, hpr);

HeadingPitchRoll

Heading = rotation about -Z (compass bearing, clockwise). Pitch = about -Y. Roll = about +X. Radians.

import { HeadingPitchRoll, Math as CesiumMath } from "cesium";
const hpr = new HeadingPitchRoll(CesiumMath.toRadians(45.0), CesiumMath.toRadians(-10.0), 0.0);
const hprDeg = HeadingPitchRoll.fromDegrees(45.0, -10.0, 0.0); // convenience

Other Local Frames

import { Transforms, Cartesian3 } from "cesium";
const origin = Cartesian3.fromDegrees(-105.0, 40.0);

Transforms.northEastDownToFixedFrame(origin);  // NED (aviation)
Transforms.northUpEastToFixedFrame(origin);     // NUE

// Custom frame from any combo of east|north|up|west|south|down
const customFn = Transforms.localFrameToFixedFrameGenerator("north", "west");
const matrix = customFn(origin);

// Recover heading/pitch/roll from an existing model matrix
const hpr = Transforms.fixedFrameToHeadingPitchRoll(modelMatrix);

Matrix4 -- 4x4 Transforms

Column-major storage (WebGL convention). Constructor takes row-major for readability.

import { Matrix4, Matrix3, Cartesian3, Quaternion } from "cesium";

// Factory methods
Matrix4.fromTranslation(new Cartesian3(10, 20, 30));
Matrix4.fromRotationTranslation(Matrix3.fromRotationZ(Math.PI / 4), new Cartesian3(100, 0, 0));
Matrix4.fromTranslationQuaternionRotationScale(
  new Cartesian3(0, 0, 0), Quaternion.IDENTITY, new Cartesian3(2, 2, 2),
);
Matrix4.fromUniformScale(5.0);

// Combine, transform, invert
const combined = Matrix4.multiply(matA, matB, new Matrix4());
const worldPt = Matrix4.multiplyByPoint(enuMatrix, new Cartesian3(100, 0, 0), new Cartesian3());
const inv = Matrix4.inverseTransformation(enuMatrix, new Matrix4()); // rigid-body only

// Decompose
Matrix4.getTranslation(enuMatrix, new Cartesian3());
Matrix4.getMatrix3(enuMatrix, new Matrix3());
Matrix4.getScale(enuMatrix, new Cartesian3());

Quaternion -- Rotation

import { Quaternion, Cartesian3, HeadingPitchRoll, Math as CesiumMath, Matrix3 } from "cesium";

Quaternion.IDENTITY; // (0, 0, 0, 1)
const q1 = Quaternion.fromAxisAngle(Cartesian3.UNIT_Z, CesiumMath.toRadians(45.0));
const q2 = Quaternion.fromHeadingPitchRoll(new HeadingPitchRoll(CesiumMath.toRadians(90), 0, 0));
const q3 = Quaternion.fromRotationMatrix(Matrix3.fromRotationZ(Math.PI / 2));
const mid = Quaternion.slerp(q1, q2, 0.5, new Quaternion());       // interpolate
const composed = Quaternion.multiply(q1, q2, new Quaternion());     // compose

Geodesic Distance

import { Cartographic, EllipsoidGeodesic, Cartesian3 } from "cesium";

// Surface distance (great-circle via Vincenty)
const geodesic = new EllipsoidGeodesic(
  Cartographic.fromDegrees(-73.985, 40.758),  // New York
  Cartographic.fromDegrees(-0.1276, 51.5074), // London
);
const surfaceDist = geodesic.surfaceDistance;              // ~5,570 km
const midCarto = geodesic.interpolateUsingFraction(0.5);  // midpoint on surface

// Chord (straight-line) distance
const chord = Cartesian3.distance(Cartesian3.fromDegrees(-105, 40), Cartesian3.fromDegrees(-104, 40));

BoundingSphere

import { BoundingSphere, Cartesian3 } from "cesium";

const sphere = BoundingSphere.fromPoints(
  Cartesian3.fromDegreesArray([-105, 40, -100, 40, -100, 35]),
); // sphere.center (Cartesian3), sphere.radius (number)

const inside = Cartesian3.distance(sphere.center, Cartesian3.fromDegrees(-102, 37.5)) <= sphere.radius;

Ray and Intersection Tests

import { Ray, IntersectionTests, Plane, Cartesian3, Ellipsoid } from "cesium";

const ray = new Ray(new Cartesian3(0, 0, 6378137), new Cartesian3(0, 0, -1)); // auto-normalized
const ptOnRay = Ray.getPoint(ray, 1000.0, new Cartesian3());

// Ray-plane: returns Cartesian3 or undefined
const plane = Plane.fromPointNormal(Cartesian3.ZERO, Cartesian3.UNIT_Z);
const hit = IntersectionTests.rayPlane(ray, plane);

// Ray-ellipsoid: returns Interval {start, stop} or undefined
const camRay = new Ray(new Cartesian3(0, 0, 20000000), new Cartesian3(0, 0, -1));
const interval = IntersectionTests.rayEllipsoid(camRay, Ellipsoid.WGS84);
if (interval) {
  const nearPt = Ray.getPoint(camRay, interval.start, new Cartesian3());
}

// Ray-triangle: returns parametric t or undefined
const t = IntersectionTests.rayTriangleParametric(ray, p0, p1, p2, true);

SceneTransforms -- World to Screen

import { SceneTransforms, Cartesian3 } from "cesium";
// World -> pixel coordinates (Cartesian2 or undefined if off-screen)
const winPos = SceneTransforms.worldToWindowCoordinates(viewer.scene, Cartesian3.fromDegrees(-105, 40));
// High-DPI aware variant
const bufPos = SceneTransforms.worldToDrawingBufferCoordinates(viewer.scene, worldPos);

Geographic Projections

import { GeographicProjection, WebMercatorProjection, Cartographic, Ellipsoid } from "cesium";
const carto = Cartographic.fromDegrees(-105.0, 40.0);

// Plate Carree: project/unproject between Cartographic and Cartesian3
const geoProj = new GeographicProjection(Ellipsoid.WGS84);
const xy = geoProj.project(carto);           // Cartesian3
const back = geoProj.unproject(xy);          // Cartographic

// Web Mercator (EPSG:3857)
const merc = new WebMercatorProjection(Ellipsoid.WGS84);
const mercXY = merc.project(carto);

Common Patterns

Offset a Position in Local ENU

import { Cartesian3, Transforms, Matrix4 } from "cesium";

const origin = Cartesian3.fromDegrees(-105.0, 40.0, 0.0);
const enu = Transforms.eastNorthUpToFixedFrame(origin);
// Move 500m east, 200m north, 100m up in local frame
const worldPt = Matrix4.multiplyByPoint(enu, new Cartesian3(500, 200, 100), new Cartesian3());

Compare Positions with Tolerance

import { Cartesian3, Math as CesiumMath } from "cesium";
const a = Cartesian3.fromDegrees(-105.0, 40.0);
const b = Cartesian3.fromDegrees(-105.0001, 40.0001);
Cartesian3.equalsEpsilon(a, b, CesiumMath.EPSILON7); // preferred over ===
if (Cartesian3.distance(a, b) < 10.0) { /* within 10m */ }

Performance Tips

  1. Reuse scratch variables. Pre-allocate result objects outside loops to avoid GC pauses.
  2. Use distanceSquared instead of distance when comparing -- avoids Math.sqrt.
  3. Prefer Cartesian3.fromDegrees over manual Cartographic creation then conversion.
  4. Cache model matrices. Call Transforms.eastNorthUpToFixedFrame once if position is static.
  5. Use Matrix4.inverseTransformation for rigid-body transforms -- faster and more stable than inverse.
  6. Batch position creation with fromDegreesArray / fromDegreesArrayHeights instead of looping fromDegrees.
  7. Guard Cartesian3.normalize -- it throws on zero-length vectors. Check magnitude first.
  8. Use equalsEpsilon for float comparisons. CesiumMath.EPSILON7 is a good default tolerance.
  9. Pre-compute HPR outside render loops. Convert to quaternion/matrix only when orientation changes.
  10. Choose the right distance. Cartesian3.distance = chord through Earth. EllipsoidGeodesic.surfaceDistance = great-circle.

See Also

  • cesiumjs-camera -- Camera positioning and flight animations that consume these coordinate types
  • cesiumjs-primitives -- Geometry and Primitive API that uses model matrices from Transforms
  • cesiumjs-terrain-environment -- Terrain height queries and globe surface interactions

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