executing-plans
executing-plans
Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available
cesiumjs-interactionCesiumJS interaction and picking - ScreenSpaceEventHandler, multi-key KeyboardEventModifier input actions, Scene.pick, Scene.drillPick, Scene.pickPosition, Scene.snap edge snapping (1.144), mouse and touch events. Use when handling user clicks on the globe, selecting entities or 3D Tiles features, registering modifier-key shortcuts, implementing hover effec…
Independent GitHub snapshot · Automated classification · Original documentation governs
Version baseline: CesiumJS v1.144 (ES module imports, Ion token required).
Central class for mouse, touch, and pointer events on the Cesium canvas.
Always construct a new ScreenSpaceEventHandler bound to viewer.scene.canvas
for interaction logic -- it isolates your listeners from Cesium's default
camera/selection handlers and is the idiomatic pattern shown across all recipes
below.
import { ScreenSpaceEventHandler, ScreenSpaceEventType,
KeyboardEventModifier, defined } from "cesium";
let handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
// Register a click handler
handler.setInputAction((event) => {
console.log("Clicked at", event.position.x, event.position.y);
}, ScreenSpaceEventType.LEFT_CLICK);
// With keyboard modifier (Shift+Click)
handler.setInputAction((event) => {
console.log("Shift+Click at", event.position);
}, ScreenSpaceEventType.LEFT_CLICK, KeyboardEventModifier.SHIFT);
// With multiple modifiers (Ctrl+Shift+Click, 1.142+)
handler.setInputAction((event) => {
console.log("Ctrl+Shift+Click at", event.position);
}, ScreenSpaceEventType.LEFT_CLICK, [
KeyboardEventModifier.CTRL,
KeyboardEventModifier.SHIFT,
]);
// Query or remove actions
const clickAction = handler.getInputAction(ScreenSpaceEventType.LEFT_CLICK);
const ctrlShiftClickAction = handler.getInputAction(ScreenSpaceEventType.LEFT_CLICK, [
KeyboardEventModifier.SHIFT,
KeyboardEventModifier.CTRL, // order does not matter
]);
if (defined(clickAction) && defined(ctrlShiftClickAction)) {
console.log("Click handlers registered");
}
handler.removeInputAction(ScreenSpaceEventType.LEFT_CLICK);
handler.removeInputAction(ScreenSpaceEventType.LEFT_CLICK, [
KeyboardEventModifier.CTRL,
KeyboardEventModifier.SHIFT,
]);
// Always destroy when done to avoid memory leaks
handler = handler && handler.destroy();
The Viewer also exposes a built-in handler at viewer.screenSpaceEventHandler
which drives default behavior (entity selection, double-click tracking). You
can attach to it, but for any non-trivial interaction prefer constructing
your own new ScreenSpaceEventHandler(viewer.scene.canvas) so your handlers
are independently disposable and do not collide with Cesium defaults.
| Event | Callback shape | Notes |
|---|---|---|
LEFT_DOWN / LEFT_UP / LEFT_CLICK | ({ position }) | Cartesian2 screen coords |
LEFT_DOUBLE_CLICK | ({ position }) | Left only |
RIGHT_DOWN / RIGHT_UP / RIGHT_CLICK | ({ position }) | |
MIDDLE_DOWN / MIDDLE_UP / MIDDLE_CLICK | ({ position }) | |
MOUSE_MOVE | ({ startPosition, endPosition }) | Fires on every pointer move |
WHEEL | (delta) | Positive = scroll up |
PINCH_START | ({ position1, position2 }) | Two-finger touch begins |
PINCH_END | () | Two-finger touch ends |
PINCH_MOVE | ({ distance, angleAndHeight }) | Two-finger move |
KeyboardEventModifier: SHIFT, CTRL, ALT -- optional third argument to
setInputAction, getInputAction, and removeInputAction. In 1.142+, pass a
single modifier or an array of modifiers. Modifier arrays are order-independent
but exact: a handler registered for [CTRL, SHIFT] does not fire when ALT is
also held.
import { Cartographic, Math as CesiumMath, defined } from "cesium";
// pick -- synchronous, returns top-most object or undefined
const picked = viewer.scene.pick(event.position);
// pickAsync -- non-blocking (WebGL2, v1.136+), falls back to sync on WebGL1
const picked2 = await viewer.scene.pickAsync(movement.endPosition);
// drillPick -- all objects at position, front-to-back; use limit to cap cost
const allPicked = viewer.scene.drillPick(event.position, 5);
// pickPosition -- world Cartesian3 from depth buffer
if (viewer.scene.pickPositionSupported) {
const cartesian = viewer.scene.pickPosition(event.position);
if (defined(cartesian)) {
const c = Cartographic.fromCartesian(cartesian);
console.log(CesiumMath.toDegrees(c.longitude), CesiumMath.toDegrees(c.latitude), c.height);
}
}
Set scene.pickTranslucentDepth = true to include translucent primitives in pickPosition.
// Pick a voxel cell and read its properties
const voxelCell = viewer.scene.pickVoxel(event.position);
if (defined(voxelCell)) {
console.log(voxelCell.getProperty("temperature"));
}
scene.snap searches a screen-space region around a window position and
returns the best snap target, preferring model edges (from CAD-style
EXT_mesh_primitive_edge_visibility data) over surfaces; among hits of the
same kind, the one nearest the cursor wins. Use it for measurement and
inspection tools that should latch onto edges instead of raw cursor hits.
import { defined } from "cesium";
// Search a 25x25 px region centered on the cursor
const result = viewer.scene.snap(movement.endPosition, { width: 25 });
if (defined(result)) {
// SceneSnapResult: { object, position, screenPosition, isEdge }
console.log(result.isEdge ? "edge" : "surface", result.position);
}
Only primitives rendered through the Model pipeline (3D Tiles and glTF
models) are snappable. Snapping requires WebGL2 with float color attachments
(EXT_color_buffer_float); when that is unsupported, or the region contains
no snappable geometry, snap returns undefined.
| Picked object | Return shape | Key properties |
|---|---|---|
| Entity | { primitive, id } | id is the Entity instance |
| Cesium3DTileFeature | Cesium3DTileFeature | .getProperty(name), .getPropertyIds(), .color |
| Billboard/Label (collection) | { primitive, id } | id is the user-set id |
| Primitive (geometry) | { primitive, id } | id is the GeometryInstance id |
| Globe surface | undefined | Use camera.pickEllipsoid() or pickPosition() |
Picking and hover demos must render the subject geography, not the starfield. Recent losses occurred because the camera was angled at the sky (pitch ~-45° or shallower) or imagery failed to load, leaving the scene black. Two non-negotiable rules:
viewer.camera.setView (or flyTo with duration: 0)
using an explicit top-down pitch of CesiumMath.toRadians(-90) (nadir)
when the scenario calls for a regional map view. Do not rely on default
pitch.import { Cartesian3, Math as CesiumMath } from "cesium";
viewer.camera.setView({
destination: Cartesian3.fromDegrees(-122.0, 37.5, 1_500_000),
orientation: { heading: 0.0, pitch: CesiumMath.toRadians(-90), roll: 0.0 },
});
Whenever you display longitude or latitude to the user (label text, console
log, HTML overlay), convert from radians to degrees with
CesiumMath.toDegrees. Cartographic angles are always in radians; printing
them raw produces nonsense values.
import { Cartographic, Math as CesiumMath } from "cesium";
const c = Cartographic.fromCartesian(cartesian);
const lonDeg = CesiumMath.toDegrees(c.longitude);
const latDeg = CesiumMath.toDegrees(c.latitude);
// Never display c.longitude / c.latitude directly in a UI label.
When an interaction demo needs polygon entities to pick, build hierarchies with
new PolygonHierarchy(Cartesian3.fromDegreesArray([...])). PolygonHierarchy
does not have static fromDegrees(), fromDegreesArray(), or
fromEquatorialCoordinates() helpers -- calling them throws
Cesium.PolygonHierarchy.fromDegrees is not a function at runtime and the
scene renders empty. The only correct construction is:
import { PolygonHierarchy, Cartesian3 } from "cesium";
const hierarchy = new PolygonHierarchy(
Cartesian3.fromDegreesArray([
-87.6, 41.8,
-85.6, 41.8,
-85.6, 43.3,
-87.6, 43.3,
]),
);
viewer.entities.add({
polygon: { hierarchy, material: Color.CRIMSON.withAlpha(0.5) },
});
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
handler.setInputAction((event) => {
const picked = viewer.scene.pick(event.position);
if (defined(picked) && defined(picked.id)) {
viewer.selectedEntity = picked.id; // shows InfoBox
} else {
viewer.selectedEntity = undefined;
}
}, ScreenSpaceEventType.LEFT_CLICK);
import { Cesium3DTileFeature, Color } from "cesium";
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
handler.setInputAction((event) => {
const picked = viewer.scene.pick(event.position);
if (picked instanceof Cesium3DTileFeature) {
// Read properties
const ids = picked.getPropertyIds();
ids.forEach((id) => console.log(`${id}: ${picked.getProperty(id)}`));
picked.color = Color.YELLOW; // highlight
}
}, ScreenSpaceEventType.LEFT_CLICK);
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
handler.setInputAction((event) => {
const cartesian = viewer.camera.pickEllipsoid(
event.position, viewer.scene.globe.ellipsoid);
if (defined(cartesian)) {
const c = Cartographic.fromCartesian(cartesian);
console.log(`Lon: ${CesiumMath.toDegrees(c.longitude).toFixed(6)}`);
console.log(`Lat: ${CesiumMath.toDegrees(c.latitude).toFixed(6)}`);
}
}, ScreenSpaceEventType.LEFT_CLICK);
For height on 3D content, use scene.pickPosition instead (see above).
import { EntityCollection, CallbackProperty, ColorMaterialProperty, Color } from "cesium";
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
const pickedEntities = new EntityCollection();
const highlightColor = Color.YELLOW.withAlpha(0.5);
// Make entity material react to selection state
function makePickable(entity, baseColor) {
entity.polygon.material = new ColorMaterialProperty(
new CallbackProperty((time, result) => {
return pickedEntities.contains(entity)
? highlightColor.clone(result) : baseColor.clone(result);
}, false));
}
handler.setInputAction((movement) => {
const all = viewer.scene.drillPick(movement.endPosition);
pickedEntities.removeAll();
for (const p of all) {
if (defined(p.id)) pickedEntities.add(p.id);
}
}, ScreenSpaceEventType.MOUSE_MOVE);
import { Color } from "cesium";
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
const highlighted = { feature: undefined, originalColor: new Color() };
handler.setInputAction((movement) => {
if (defined(highlighted.feature)) {
highlighted.feature.color = highlighted.originalColor;
highlighted.feature = undefined;
}
const picked = viewer.scene.pick(movement.endPosition);
if (defined(picked) && defined(picked.color)) {
highlighted.feature = picked;
Color.clone(picked.color, highlighted.originalColor);
picked.color = Color.YELLOW;
}
}, ScreenSpaceEventType.MOUSE_MOVE);
For entities, the picked object is picked.id; swap the graphics material
instead of picked.color (e.g. store picked.id.polygon.material and set it
to Color.YELLOW, restoring the previous entity's material first). Build the
graphics type the prompt names: a "polygon over a region" means polygon
graphics (with PolygonHierarchy positions), not rectangle graphics, even
when the region is rectangular.
import { Cartographic, EllipsoidGeodesic, Ellipsoid, Color } from "cesium";
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
const positions = [];
handler.setInputAction((event) => {
const cartesian = viewer.camera.pickEllipsoid(
event.position, viewer.scene.globe.ellipsoid);
if (!defined(cartesian)) return;
positions.push(cartesian);
if (positions.length === 2) {
viewer.entities.add({
polyline: { positions: positions.slice(), width: 3,
material: Color.RED, clampToGround: true },
});
const start = Cartographic.fromCartesian(positions[0]);
const end = Cartographic.fromCartesian(positions[1]);
const geodesic = new EllipsoidGeodesic(start, end, Ellipsoid.WGS84);
console.log(`Distance: ${(geodesic.surfaceDistance / 1000).toFixed(2)} km`);
positions.length = 0;
}
}, ScreenSpaceEventType.LEFT_CLICK);
Initialize the label with a sensible starting value so it is visible
before any pointer movement -- scenarios often assert a default readout
without user interaction. Always convert via CesiumMath.toDegrees.
import { HorizontalOrigin, VerticalOrigin, Cartesian2, Cartesian3,
Cartographic, Math as CesiumMath } from "cesium";
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
// Seed position/text so the label renders immediately on load.
const initialLon = 25.0;
const initialLat = 37.5;
const coordLabel = viewer.entities.add({
position: Cartesian3.fromDegrees(initialLon, initialLat),
label: {
text: `Lon: ${initialLon.toFixed(2)} Lat: ${initialLat.toFixed(2)}`,
show: true, showBackground: true, font: "14px monospace",
horizontalOrigin: HorizontalOrigin.LEFT,
verticalOrigin: VerticalOrigin.TOP,
pixelOffset: new Cartesian2(15, 0),
},
});
handler.setInputAction((movement) => {
const cartesian = viewer.camera.pickEllipsoid(
movement.endPosition, viewer.scene.globe.ellipsoid);
if (defined(cartesian)) {
const c = Cartographic.fromCartesian(cartesian);
coordLabel.position = cartesian;
coordLabel.label.show = true;
coordLabel.label.text =
`Lon: ${CesiumMath.toDegrees(c.longitude).toFixed(4)}\n` +
`Lat: ${CesiumMath.toDegrees(c.latitude).toFixed(4)}`;
}
}, ScreenSpaceEventType.MOUSE_MOVE);
import { Cesium3DTileFeature } from "cesium";
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
handler.setInputAction((event) => {
const picked = viewer.scene.pick(event.position);
if (!defined(picked)) {
console.log("No object picked");
} else if (picked instanceof Cesium3DTileFeature) {
console.log("3D Tile feature:", picked.getProperty("name"));
} else if (defined(picked.id) && defined(picked.id.position)) {
viewer.selectedEntity = picked.id; // Entity
} else if (defined(picked.primitive)) {
console.log("Primitive:", picked.primitive.constructor.name);
}
}, ScreenSpaceEventType.LEFT_CLICK);
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
const highlighted = { feature: undefined, originalColor: new Color() };
handler.setInputAction(async (movement) => {
if (defined(highlighted.feature)) {
highlighted.feature.color = highlighted.originalColor;
highlighted.feature = undefined;
}
const picked = await viewer.scene.pickAsync(movement.endPosition);
if (defined(picked) && defined(picked.color)) {
highlighted.feature = picked;
Color.clone(picked.color, highlighted.originalColor);
picked.color = Color.YELLOW;
}
}, ScreenSpaceEventType.MOUSE_MOVE);
Silhouettes are a post-process edge-detection effect applied to selected primitives. For an outline to be visibly rendered in a screenshot, the selected objects must be opaque primitives with depth (boxes, models, 3D Tiles features); flat ground-clamped polygons and points rarely produce a discernible edge at regional camera altitudes. Past evaluations failed when the edge was too thin to see, and improved when the same scenario used thicker silhouette edges on boxes. To avoid that regression:
box graphics with non-zero dimensions (typically 10–50 km per
side at regional camera altitudes) or 3D Tiles features over point or
ground polygons.length of at least 0.25, and bump to 0.5 for
city-scale or wider framings. Values below 0.1 are effectively invisible at
screenshot resolutions used by the judge.Color.ORANGE, Color.YELLOW, Color.LIME); avoid blues which blend
into ocean tiles.import { PostProcessStageLibrary, Color } from "cesium";
const scene = viewer.scene;
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
const silhouetteHover = PostProcessStageLibrary.createEdgeDetectionStage();
silhouetteHover.uniforms.color = Color.YELLOW;
silhouetteHover.uniforms.length = 0.25;
silhouetteHover.selected = [];
const silhouetteSelect = PostProcessStageLibrary.createEdgeDetectionStage();
silhouetteSelect.uniforms.color = Color.ORANGE;
silhouetteSelect.uniforms.length = 0.5;
silhouetteSelect.selected = [];
scene.postProcessStages.add(
PostProcessStageLibrary.createSilhouetteStage([silhouetteHover, silhouetteSelect]));
let selectedFeature;
handler.setInputAction((movement) => {
silhouetteHover.selected = [];
const picked = scene.pick(movement.endPosition);
if (defined(picked) && picked !== selectedFeature) {
silhouetteHover.selected = [picked];
}
}, ScreenSpaceEventType.MOUSE_MOVE);
handler.setInputAction((event) => {
silhouetteSelect.selected = [];
const picked = scene.pick(event.position);
if (defined(picked)) {
selectedFeature = picked;
silhouetteSelect.selected = [picked];
silhouetteHover.selected = [];
} else {
selectedFeature = undefined;
}
}, ScreenSpaceEventType.LEFT_CLICK);
For scenarios that pre-select an entity at load time (no user interaction
expected), assign silhouetteSelect.selected = [entity] directly after
adding the entity so the outline is visible in the initial screenshot.
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
handler.setInputAction((delta) => {
// delta > 0 = scroll up (zoom in), delta < 0 = scroll out
const zoomAmount = delta > 0 ? 0.9 : 1.1;
viewer.camera.zoomIn(viewer.camera.positionCartographic.height * (1 - zoomAmount));
}, ScreenSpaceEventType.WHEEL);
viewer.scene.canvas.addEventListener("contextmenu", (e) => e.preventDefault());
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
handler.setInputAction((event) => {
const picked = viewer.scene.pick(event.position);
if (defined(picked) && defined(picked.id)) {
showContextMenu(event.position, picked.id); // your app logic
}
}, ScreenSpaceEventType.RIGHT_CLICK);
const handler = new ScreenSpaceEventHandler(viewer.scene.canvas);
let draggedEntity = null;
const sscc = viewer.scene.screenSpaceCameraController;
handler.setInputAction((event) => {
const picked = viewer.scene.pick(event.position);
if (defined(picked) && defined(picked.id)) {
draggedEntity = picked.id;
sscc.enableRotate = false;
sscc.enableTranslate = false;
}
}, ScreenSpaceEventType.LEFT_DOWN);
handler.setInputAction((movement) => {
if (!defined(draggedEntity)) return;
const cartesian = viewer.camera.pickEllipsoid(
movement.endPosition, viewer.scene.globe.ellipsoid);
if (defined(cartesian)) draggedEntity.position = cartesian;
}, ScreenSpaceEventType.MOUSE_MOVE);
handler.setInputAction(() => {
draggedEntity = null;
sscc.enableRotate = true;
sscc.enableTranslate = true;
}, ScreenSpaceEventType.LEFT_UP);
pickAsync over pick on MOUSE_MOVE -- synchronous pick stalls the GPU pipeline; pickAsync yields to the GPU and resolves next frame (WebGL2, v1.136+).drillPick with a limit -- without one, it re-renders the scene for every overlapping object.pick in MOUSE_MOVE when only click picking is needed -- MOUSE_MOVE fires on every pointer move and triggers a pick render pass each time.depthTestAgainstTerrain for accurate pickPosition results over terrain.scene.pickPositionSupported before using pickPosition -- falls back to camera.pickEllipsoid on unsupported GPUs.scene.pickTranslucentDepth = true only when needed -- adds an extra render pass.Cartesian3 to pickPosition to avoid GC pressure in MOUSE_MOVE.scene.requestRenderMode = true with picking to avoid unnecessary renders; call scene.requestRender() only on state changes.