cesiumgs/cesiumjs-skills/cesiumjs-spatial-math

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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.

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npx vskill@latest install cesiumgs/cesiumjs-skills/cesiumjs-spatial-math

SKILL.md

CesiumJS Spatial Math & Transforms

Version baseline: CesiumJS v1.144 (2026-08-01)

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

js
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
js
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

js
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

js
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

js
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.

js
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.

js
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.

js
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
js
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.

js
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

js
import { Quaternion, Cartesian3, HeadingPitchRoll, Math as CesiumMath, Matrix3, Matrix4, Transforms } 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
Quaternion → Matrix3 → Matrix4 Composition Pattern

Use this pattern when you need explicit axis-angle control over model orientation, then must compose with an ENU local frame:

js
import { Cartesian3, Quaternion, Matrix3, Matrix4, Transforms, Math as CesiumMath } from "cesium";
const origin = Cartesian3.fromDegrees(-115.17, 36.11, 3000.0);
// 1. Build local-to-ECEF frame at origin
const enuFrame = Transforms.eastNorthUpToFixedFrame(origin);
// 2. Build quaternion for 45-deg yaw about local up axis
const q = Quaternion.fromAxisAngle(Cartesian3.UNIT_Z, CesiumMath.toRadians(45.0));
// 3. Convert quaternion → Matrix3 → Matrix4 (zero translation in local frame)
const rot3 = Matrix3.fromQuaternion(q, new Matrix3());
const rotMatrix4 = Matrix4.fromRotationTranslation(rot3, Cartesian3.ZERO, new Matrix4());
// 4. Compose: ENU frame * local rotation = final model matrix
const modelMatrix = Matrix4.multiply(enuFrame, rotMatrix4, new Matrix4());

This is the canonical pattern for placing a model with arbitrary rotation at a geographic position. Transforms.headingPitchRollToFixedFrame is a convenience wrapper for HPR rotations; use the manual composition above when you need axis-angle or quaternion control.

Geodesic Distance

Critical: "Distance between two lon/lat points" almost always means great-circle surface distance, not the straight-line chord through the Earth. Using Cartesian3.distance on two fromDegrees results gives the chord, which is shorter than the surface distance and grows materially wrong over continental scales (e.g., NYC↔London chord is ~100+ km off the ~5,837 km surface distance). Always use EllipsoidGeodesic.surfaceDistance for "how far apart are these two places" labels.

js
import { Cartographic, EllipsoidGeodesic, Cartesian3 } from "cesium";
// Surface distance (great-circle via Vincenty) -- correct for "distance between cities"
const geodesic = new EllipsoidGeodesic(
Cartographic.fromDegrees(-73.985, 40.758), // New York
Cartographic.fromDegrees(-0.1276, 51.5074), // London
);
const surfaceDist = geodesic.surfaceDistance; // ~5,837,000 m (~5,837 km)
const midCarto = geodesic.interpolateUsingFraction(0.5); // midpoint on surface
// Chord (straight-line through ellipsoid interior) -- rarely what you want for geography
const chord = Cartesian3.distance(
Cartesian3.fromDegrees(-73.985, 40.758),
Cartesian3.fromDegrees(-0.1276, 51.5074),
); // shorter than surfaceDistance; do NOT use for "distance between cities"

When labeling distances, format from surfaceDistance (meters) divided by 1000 and rounded to the nearest km. For very short distances (< ~1 km) the chord and surface distance agree to within rounding; for anything continental, prefer EllipsoidGeodesic.

Sampling a Geodesic into Cartesian3 Positions

interpolateUsingFraction returns a Cartographic. Convert each sample to Cartesian3 before passing to polylines or other geometry APIs. Use enough samples (>= ~64 for transoceanic arcs) so the polyline visibly curves rather than appearing as a straight rhumb-like line.

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

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