i want to make the axis show for debug,and i make the ENU Axis success,but how to make WGS84 Axis( a simple presentation model suce as :the center is my model Center,and x,y,z paralle to WGS84 xyz)

i refresh the code so that you can see more directly and remake easily

```
let origin = new Cesium.Cartesian3(
-2307287.921707495,
5418696.768517897,
2440955.3202091493
);//center of the 3dTile
let length = 182.09438008512237; //the radius/3 of the 3dTile bounding sphere
let translateCartesian = new Cesium.Cartesian3(length, length, length);
let transform = Cesium.Transforms.eastNorthUpToFixedFrame(origin);
let m = new Cesium.Matrix4();
Cesium.Matrix4.setTranslation(
Cesium.Matrix4.IDENTITY,
translateCartesian,
m
);
Cesium.Matrix4.multiply(transform, m, transform);
Cesium.Matrix4.getTranslation(transform, origin);
const target= this.transformCartesianToDegree(origin);
```

then i draw xAxis by draw a line which position is[origin.lon,origin.lat,origin.heighgt,**target.lon**,origin.lat,origin.height]

the axis i make seems the ENU Axis,how to make axis parallel to WGS84(ECEF)

```
Cesium.Transforms.eastNorthUpToFixedFrame
```

the eastNorthUpToFixedFrame seem work to find the target,i want to know why and whether is a way to find point in world cordinate,

```
ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);
ellipsoid.geodeticSurfaceNormal(origin, scratchCalculateCartesian.up);
const up = scratchCalculateCartesian.up;
const east = scratchCalculateCartesian.east;
east.x = -origin.y;
east.y = origin.x;
east.z = 0.0;
Cartesian3.normalize(east, scratchCalculateCartesian.east);
Cartesian3.cross(up, east, scratchCalculateCartesian.north);
Cartesian3.multiplyByScalar(
scratchCalculateCartesian.up,
-1,
scratchCalculateCartesian.down
);
Cartesian3.multiplyByScalar(
scratchCalculateCartesian.east,
-1,
scratchCalculateCartesian.west
);
Cartesian3.multiplyByScalar(
scratchCalculateCartesian.north,
-1,
scratchCalculateCartesian.south
);
scratchFirstCartesian = scratchCalculateCartesian[firstAxis];
scratchSecondCartesian = scratchCalculateCartesian[secondAxis];
scratchThirdCartesian = scratchCalculateCartesian[thirdAxis];
```

i cann’t understand this the code in Transforms.localFrameToFixedFrameGenerator,whether i can change the axisName to get the Matrix in worldCordinator

It is not entirely clear for me what the goal is. But it sounds like you want to insert lines where the orientation of the lines does *not* depend on the position on the globe. If this is the case, then you could probably compute the inverse of the ENU matrix to “cancel out” the rotation that will be applied to the entity, or you could create the lines directly using the primitive API. An example for the latter is shown here:

If this is not what you’re looking for, maybe jjspace can provide further hints.