The orientation forms an orthonormal basis with a view, up and right = view x up unit vectors.
The viewing frustum is defined by 6 planes. Each plane is represented by a
Cartesian4
object, where the x, y, and z components
define the unit vector normal to the plane, and the w component is the distance of the
plane from the origin/camera position.
Name | Type | Description |
---|---|---|
scene |
Scene | The scene. |
Example:
// Create a camera looking down the negative z-axis, positioned at the origin,
// with a field of view of 60 degrees, and 1:1 aspect ratio.
var camera = new Cesium.Camera(scene);
camera.position = new Cesium.Cartesian3();
camera.direction = Cesium.Cartesian3.negate(Cesium.Cartesian3.UNIT_Z, new Cesium.Cartesian3());
camera.up = Cesium.Cartesian3.clone(Cesium.Cartesian3.UNIT_Y);
camera.frustum.fov = Cesium.Math.PI_OVER_THREE;
camera.frustum.near = 1.0;
camera.frustum.far = 2.0;
Demo:
Members
-
A scalar to multiply to the camera position and add it back after setting the camera to view the rectangle. A value of zero means the camera will view the entire
Camera#DEFAULT_VIEW_RECTANGLE
, a value greater than zero will move it further away from the extent, and a value less than zero will move it close to the extent. -
staticCesium.Camera.DEFAULT_VIEW_RECTANGLE : Rectangle
-
The default rectangle the camera will view on creation.
-
readonlychanged : Event
-
Gets the event that will be raised when the camera has changed by
percentageChanged
. -
constrainedAxis : Cartesian3
-
If set, the camera will not be able to rotate past this axis in either direction.
-
Default Value:
undefined
-
The default amount to rotate the camera when an argument is not provided to the look methods.
-
Default Value:
Math.PI / 60.0
-
The default amount to move the camera when an argument is not provided to the move methods.
-
Default Value:
100000.0;
-
The default amount to rotate the camera when an argument is not provided to the rotate methods.
-
Default Value:
Math.PI / 3600.0
-
The default amount to move the camera when an argument is not provided to the zoom methods.
-
Default Value:
100000.0;
-
direction : Cartesian3
-
The view direction of the camera.
-
readonlydirectionWC : Cartesian3
-
Gets the view direction of the camera in world coordinates.
-
The region of space in view.
-
Default Value:
PerspectiveFrustum()
See:
-
Gets the camera heading in radians.
-
readonlyinverseTransform : Matrix4
-
Gets the inverse camera transform.
-
Default Value:
Matrix4.IDENTITY
-
readonlyinverseViewMatrix : Matrix4
-
Gets the inverse view matrix.
See:
-
The factor multiplied by the the map size used to determine where to clamp the camera position when zooming out from the surface. The default is 1.5. Only valid for 2D and the map is rotatable.
-
Default Value:
1.5
-
readonlymoveEnd : Event
-
Gets the event that will be raised when the camera has stopped moving.
-
readonlymoveStart : Event
-
Gets the event that will be raised at when the camera starts to move.
-
The amount the camera has to change before the
changed
event is raised. The value is a percentage in the [0, 1] range.-
Default Value:
0.5
-
Gets the camera pitch in radians.
-
position : Cartesian3
-
The position of the camera.
-
readonlypositionCartographic : Cartographic
-
Gets the
Cartographic
position of the camera, with longitude and latitude expressed in radians and height in meters. In 2D and Columbus View, it is possible for the returned longitude and latitude to be outside the range of valid longitudes and latitudes when the camera is outside the map. -
readonlypositionWC : Cartesian3
-
Gets the position of the camera in world coordinates.
-
right : Cartesian3
-
The right direction of the camera.
-
readonlyrightWC : Cartesian3
-
Gets the right direction of the camera in world coordinates.
-
Gets the camera roll in radians.
-
readonlytransform : Matrix4
-
Gets the camera's reference frame. The inverse of this transformation is appended to the view matrix.
-
Default Value:
Matrix4.IDENTITY
-
The up direction of the camera.
-
readonlyupWC : Cartesian3
-
Gets the up direction of the camera in world coordinates.
-
readonlyviewMatrix : Matrix4
-
Gets the view matrix.
Methods
-
cameraToWorldCoordinates(cartesian, result) → Cartesian4
-
Transform a vector or point from the camera's reference frame to world coordinates.
Name Type Description cartesian
Cartesian4 The vector or point to transform. result
Cartesian4 optional The object onto which to store the result. Returns:
The transformed vector or point. -
cameraToWorldCoordinatesPoint(cartesian, result) → Cartesian3
-
Transform a point from the camera's reference frame to world coordinates.
Name Type Description cartesian
Cartesian3 The point to transform. result
Cartesian3 optional The object onto which to store the result. Returns:
The transformed point. -
cameraToWorldCoordinatesVector(cartesian, result) → Cartesian3
-
Transform a vector from the camera's reference frame to world coordinates.
Name Type Description cartesian
Cartesian3 The vector to transform. result
Cartesian3 optional The object onto which to store the result. Returns:
The transformed vector. -
Cancels the current camera flight if one is in progress. The camera is left at it's current location.
-
computeViewRectangle(ellipsoid, result) → Rectangle|undefined
-
Computes the approximate visible rectangle on the ellipsoid.
Name Type Default Description ellipsoid
Ellipsoid Ellipsoid.WGS84
optional The ellipsoid that you want to know the visible region. result
Rectangle optional The rectangle in which to store the result Returns:
The visible rectangle or undefined if the ellipsoid isn't visible at all. -
Return the distance from the camera to the front of the bounding sphere.
Name Type Description boundingSphere
BoundingSphere The bounding sphere in world coordinates. Returns:
The distance to the bounding sphere. -
Fly the camera to the home view. Use
Camera#.DEFAULT_VIEW_RECTANGLE
to set the default view for the 3D scene. The home view for 2D and columbus view shows the entire map.Name Type Description duration
Number optional The number of seconds to complete the camera flight to home. See Camera#flyTo
-
Flies the camera from its current position to a new position.
Name Type Description options
Object Object with the following properties: Name Type Description destination
Cartesian3 | Rectangle The final position of the camera in WGS84 (world) coordinates or a rectangle that would be visible from a top-down view. orientation
Object optional An object that contains either direction and up properties or heading, pith and roll properties. By default, the direction will point towards the center of the frame in 3D and in the negative z direction in Columbus view. The up direction will point towards local north in 3D and in the positive y direction in Columbus view. Orientation is not used in 2D when in infinite scrolling mode. duration
Number optional The duration of the flight in seconds. If omitted, Cesium attempts to calculate an ideal duration based on the distance to be traveled by the flight. complete
Camera~FlightCompleteCallback optional The function to execute when the flight is complete. cancel
Camera~FlightCancelledCallback optional The function to execute if the flight is cancelled. endTransform
Matrix4 optional Transform matrix representing the reference frame the camera will be in when the flight is completed. maximumHeight
Number optional The maximum height at the peak of the flight. easingFunction
EasingFunction | EasingFunction~Callback optional Controls how the time is interpolated over the duration of the flight. Throws:
-
DeveloperError : If either direction or up is given, then both are required.
Example:
// 1. Fly to a position with a top-down view viewer.camera.flyTo({ destination : Cesium.Cartesian3.fromDegrees(-117.16, 32.71, 15000.0) }); // 2. Fly to a Rectangle with a top-down view viewer.camera.flyTo({ destination : Cesium.Rectangle.fromDegrees(west, south, east, north) }); // 3. Fly to a position with an orientation using unit vectors. viewer.camera.flyTo({ destination : Cesium.Cartesian3.fromDegrees(-122.19, 46.25, 5000.0), orientation : { direction : new Cesium.Cartesian3(-0.04231243104240401, -0.20123236049443421, -0.97862924300734), up : new Cesium.Cartesian3(-0.47934589305293746, -0.8553216253114552, 0.1966022179118339) } }); // 4. Fly to a position with an orientation using heading, pitch and roll. viewer.camera.flyTo({ destination : Cesium.Cartesian3.fromDegrees(-122.19, 46.25, 5000.0), orientation : { heading : Cesium.Math.toRadians(175.0), pitch : Cesium.Math.toRadians(-35.0), roll : 0.0 } });
-
-
Flies the camera to a location where the current view contains the provided bounding sphere.
The offset is heading/pitch/range in the local east-north-up reference frame centered at the center of the bounding sphere. The heading and the pitch angles are defined in the local east-north-up reference frame. The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center. If the range is zero, a range will be computed such that the whole bounding sphere is visible.
In 2D and Columbus View, there must be a top down view. The camera will be placed above the target looking down. The height above the target will be the range. The heading will be aligned to local north.
Name Type Description boundingSphere
BoundingSphere The bounding sphere to view, in world coordinates. options
Object optional Object with the following properties: Name Type Description duration
Number optional The duration of the flight in seconds. If omitted, Cesium attempts to calculate an ideal duration based on the distance to be traveled by the flight. offset
HeadingPitchRange optional The offset from the target in the local east-north-up reference frame centered at the target. complete
Camera~FlightCompleteCallback optional The function to execute when the flight is complete. cancel
Camera~FlightCancelledCallback optional The function to execute if the flight is cancelled. endTransform
Matrix4 optional Transform matrix representing the reference frame the camera will be in when the flight is completed. maximumHeight
Number optional The maximum height at the peak of the flight. easingFunction
EasingFunction | EasingFunction~Callback optional Controls how the time is interpolated over the duration of the flight. -
Gets the magnitude of the camera position. In 3D, this is the vector magnitude. In 2D and Columbus view, this is the distance to the map.
Returns:
The magnitude of the position. -
getPickRay(windowPosition, result) → Ray
-
Create a ray from the camera position through the pixel at
windowPosition
in world coordinates.Name Type Description windowPosition
Cartesian2 The x and y coordinates of a pixel. result
Ray optional The object onto which to store the result. Returns:
Returns theCartesian3
position and direction of the ray. -
Return the pixel size in meters.
Name Type Description boundingSphere
BoundingSphere The bounding sphere in world coordinates. drawingBufferWidth
Number The drawing buffer width. drawingBufferHeight
Number The drawing buffer height. Returns:
The pixel size in meters. -
getRectangleCameraCoordinates(rectangle, result) → Cartesian3
-
Get the camera position needed to view an rectangle on an ellipsoid or map
Name Type Description rectangle
Rectangle The rectangle to view. result
Cartesian3 optional The camera position needed to view the rectangle Returns:
The camera position needed to view the rectangle -
Rotate each of the camera's orientation vectors around
axis
byangle
Name Type Description axis
Cartesian3 The axis to rotate around. angle
Number optional The angle, in radians, to rotate by. Defaults to defaultLookAmount
. -
Sets the camera position and orientation using a target and offset. The target must be given in world coordinates. The offset can be either a cartesian or heading/pitch/range in the local east-north-up reference frame centered at the target. If the offset is a cartesian, then it is an offset from the center of the reference frame defined by the transformation matrix. If the offset is heading/pitch/range, then the heading and the pitch angles are defined in the reference frame defined by the transformation matrix. The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center. In 2D, there must be a top down view. The camera will be placed above the target looking down. The height above the target will be the magnitude of the offset. The heading will be determined from the offset. If the heading cannot be determined from the offset, the heading will be north.
Name Type Description target
Cartesian3 The target position in world coordinates. offset
Cartesian3 | HeadingPitchRange The offset from the target in the local east-north-up reference frame centered at the target. Throws:
-
DeveloperError : lookAt is not supported while morphing.
Example:
// 1. Using a cartesian offset var center = Cesium.Cartesian3.fromDegrees(-98.0, 40.0); viewer.camera.lookAt(center, new Cesium.Cartesian3(0.0, -4790000.0, 3930000.0)); // 2. Using a HeadingPitchRange offset var center = Cesium.Cartesian3.fromDegrees(-72.0, 40.0); var heading = Cesium.Math.toRadians(50.0); var pitch = Cesium.Math.toRadians(-20.0); var range = 5000.0; viewer.camera.lookAt(center, new Cesium.HeadingPitchRange(heading, pitch, range));
-
-
Sets the camera position and orientation using a target and transformation matrix. The offset can be either a cartesian or heading/pitch/range. If the offset is a cartesian, then it is an offset from the center of the reference frame defined by the transformation matrix. If the offset is heading/pitch/range, then the heading and the pitch angles are defined in the reference frame defined by the transformation matrix. The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center. In 2D, there must be a top down view. The camera will be placed above the center of the reference frame. The height above the target will be the magnitude of the offset. The heading will be determined from the offset. If the heading cannot be determined from the offset, the heading will be north.
Name Type Description transform
Matrix4 The transformation matrix defining the reference frame. offset
Cartesian3 | HeadingPitchRange optional The offset from the target in a reference frame centered at the target. Throws:
-
DeveloperError : lookAtTransform is not supported while morphing.
Example:
// 1. Using a cartesian offset var transform = Cesium.Transforms.eastNorthUpToFixedFrame(Cesium.Cartesian3.fromDegrees(-98.0, 40.0)); viewer.camera.lookAtTransform(transform, new Cesium.Cartesian3(0.0, -4790000.0, 3930000.0)); // 2. Using a HeadingPitchRange offset var transform = Cesium.Transforms.eastNorthUpToFixedFrame(Cesium.Cartesian3.fromDegrees(-72.0, 40.0)); var heading = Cesium.Math.toRadians(50.0); var pitch = Cesium.Math.toRadians(-20.0); var range = 5000.0; viewer.camera.lookAtTransform(transform, new Cesium.HeadingPitchRange(heading, pitch, range));
-
-
Rotates the camera around its right vector by amount, in radians, in the opposite direction of its up vector.
Name Type Description amount
Number optional The amount, in radians, to rotate by. Defaults to defaultLookAmount
.See:
-
Rotates the camera around its up vector by amount, in radians, in the opposite direction of its right vector.
Name Type Description amount
Number optional The amount, in radians, to rotate by. Defaults to defaultLookAmount
.See:
-
Rotates the camera around its up vector by amount, in radians, in the direction of its right vector.
Name Type Description amount
Number optional The amount, in radians, to rotate by. Defaults to defaultLookAmount
.See:
-
Rotates the camera around its right vector by amount, in radians, in the direction of its up vector.
Name Type Description amount
Number optional The amount, in radians, to rotate by. Defaults to defaultLookAmount
.See:
-
Translates the camera's position by
amount
alongdirection
.Name Type Description direction
Cartesian3 The direction to move. amount
Number optional The amount, in meters, to move. Defaults to defaultMoveAmount
. -
Translates the camera's position by
amount
along the opposite direction of the camera's view vector.Name Type Description amount
Number optional The amount, in meters, to move. Defaults to defaultMoveAmount
.See:
-
Translates the camera's position by
amount
along the opposite direction of the camera's up vector.Name Type Description amount
Number optional The amount, in meters, to move. Defaults to defaultMoveAmount
.See:
-
Translates the camera's position by
amount
along the camera's view vector.Name Type Description amount
Number optional The amount, in meters, to move. Defaults to defaultMoveAmount
.See:
-
Translates the camera's position by
amount
along the opposite direction of the camera's right vector.Name Type Description amount
Number optional The amount, in meters, to move. Defaults to defaultMoveAmount
.See:
-
Translates the camera's position by
amount
along the camera's right vector.Name Type Description amount
Number optional The amount, in meters, to move. Defaults to defaultMoveAmount
.See:
-
Translates the camera's position by
amount
along the camera's up vector.Name Type Description amount
Number optional The amount, in meters, to move. Defaults to defaultMoveAmount
.See:
-
pickEllipsoid(windowPosition, ellipsoid, result) → Cartesian3
-
Pick an ellipsoid or map.
Name Type Default Description windowPosition
Cartesian2 The x and y coordinates of a pixel. ellipsoid
Ellipsoid Ellipsoid.WGS84
optional The ellipsoid to pick. result
Cartesian3 optional The object onto which to store the result. Returns:
If the ellipsoid or map was picked, returns the point on the surface of the ellipsoid or map in world coordinates. If the ellipsoid or map was not picked, returns undefined. -
Rotates the camera around
axis
byangle
. The distance of the camera's position to the center of the camera's reference frame remains the same.Name Type Description axis
Cartesian3 The axis to rotate around given in world coordinates. angle
Number optional The angle, in radians, to rotate by. Defaults to defaultRotateAmount
. -
Rotates the camera around the center of the camera's reference frame by angle downwards.
Name Type Description angle
Number optional The angle, in radians, to rotate by. Defaults to defaultRotateAmount
. -
Rotates the camera around the center of the camera's reference frame by angle to the left.
Name Type Description angle
Number optional The angle, in radians, to rotate by. Defaults to defaultRotateAmount
. -
Rotates the camera around the center of the camera's reference frame by angle to the right.
Name Type Description angle
Number optional The angle, in radians, to rotate by. Defaults to defaultRotateAmount
. -
Rotates the camera around the center of the camera's reference frame by angle upwards.
Name Type Description angle
Number optional The angle, in radians, to rotate by. Defaults to defaultRotateAmount
. -
Sets the camera position, orientation and transform.
Name Type Description options
Object Object with the following properties: Name Type Description destination
Cartesian3 | Rectangle optional The final position of the camera in WGS84 (world) coordinates or a rectangle that would be visible from a top-down view. orientation
Object optional An object that contains either direction and up properties or heading, pith and roll properties. By default, the direction will point towards the center of the frame in 3D and in the negative z direction in Columbus view. The up direction will point towards local north in 3D and in the positive y direction in Columbus view. Orientation is not used in 2D when in infinite scrolling mode. endTransform
Matrix4 optional Transform matrix representing the reference frame of the camera. Example:
// 1. Set position with a top-down view viewer.camera.setView({ destination : Cesium.Cartesian3.fromDegrees(-117.16, 32.71, 15000.0) }); // 2 Set view with heading, pitch and roll viewer.camera.setView({ destination : cartesianPosition, orientation: { heading : Cesium.Math.toRadians(90.0), // east, default value is 0.0 (north) pitch : Cesium.Math.toRadians(-90), // default value (looking down) roll : 0.0 // default value } }); // 3. Change heading, pitch and roll with the camera position remaining the same. viewer.camera.setView({ orientation: { heading : Cesium.Math.toRadians(90.0), // east, default value is 0.0 (north) pitch : Cesium.Math.toRadians(-90), // default value (looking down) roll : 0.0 // default value } }); // 4. View rectangle with a top-down view viewer.camera.setView({ destination : Cesium.Rectangle.fromDegrees(west, south, east, north) }); // 5. Set position with an orientation using unit vectors. viewer.camera.setView({ destination : Cesium.Cartesian3.fromDegrees(-122.19, 46.25, 5000.0), orientation : { direction : new Cesium.Cartesian3(-0.04231243104240401, -0.20123236049443421, -0.97862924300734), up : new Cesium.Cartesian3(-0.47934589305293746, -0.8553216253114552, 0.1966022179118339) } });
-
Rotate the camera counter-clockwise around its direction vector by amount, in radians.
Name Type Description amount
Number optional The amount, in radians, to rotate by. Defaults to defaultLookAmount
.See:
-
Rotate the camera clockwise around its direction vector by amount, in radians.
Name Type Description amount
Number optional The amount, in radians, to rotate by. Defaults to defaultLookAmount
.See:
-
Sets the camera so that the current view contains the provided bounding sphere.
The offset is heading/pitch/range in the local east-north-up reference frame centered at the center of the bounding sphere. The heading and the pitch angles are defined in the local east-north-up reference frame. The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center. If the range is zero, a range will be computed such that the whole bounding sphere is visible.
In 2D, there must be a top down view. The camera will be placed above the target looking down. The height above the target will be the range. The heading will be determined from the offset. If the heading cannot be determined from the offset, the heading will be north.
Name Type Description boundingSphere
BoundingSphere The bounding sphere to view, in world coordinates. offset
HeadingPitchRange optional The offset from the target in the local east-north-up reference frame centered at the target. Throws:
-
DeveloperError : viewBoundingSphere is not supported while morphing.
-
-
worldToCameraCoordinates(cartesian, result) → Cartesian4
-
Transform a vector or point from world coordinates to the camera's reference frame.
Name Type Description cartesian
Cartesian4 The vector or point to transform. result
Cartesian4 optional The object onto which to store the result. Returns:
The transformed vector or point. -
worldToCameraCoordinatesPoint(cartesian, result) → Cartesian3
-
Transform a point from world coordinates to the camera's reference frame.
Name Type Description cartesian
Cartesian3 The point to transform. result
Cartesian3 optional The object onto which to store the result. Returns:
The transformed point. -
worldToCameraCoordinatesVector(cartesian, result) → Cartesian3
-
Transform a vector from world coordinates to the camera's reference frame.
Name Type Description cartesian
Cartesian3 The vector to transform. result
Cartesian3 optional The object onto which to store the result. Returns:
The transformed vector. -
Zooms
amount
along the camera's view vector.Name Type Description amount
Number optional The amount to move. Defaults to defaultZoomAmount
.See:
-
Zooms
amount
along the opposite direction of the camera's view vector.Name Type Description amount
Number optional The amount to move. Defaults to defaultZoomAmount
.See: