cesiumjs-camera
CesiumJS camera control - Camera, flyTo, lookAt, setView, ScreenSpaceCameraController, composable Controller camera controllers (1.144), CameraEventAggregator, flight animation. Use when positioning the camera, creating flyTo animations, constraining user navigation, adding custom or asset-inspection camera controllers, tracking entities, or converting between screen and world coordinates.
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npx skills add https://github.com/cesiumgs/cesiumjs-skills --skill cesiumjs-cameraIs this agent skill safe to install?
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What does this agent skill do?
CesiumJS Camera & Navigation
Baseline: CesiumJS v1.144 -- ES module imports (
import { ... } from "cesium";)
Camera Fundamentals
Access via viewer.camera. The camera has a position (Cartesian3 in world
coords), orientation vectors (direction, up, right), and a frustum.
All angles are radians.
Read-only computed properties: positionWC, positionCartographic,
directionWC, upWC, rightWC, heading (0 = north, clockwise), pitch
(negative = down), roll, transform, viewMatrix, inverseViewMatrix.
Events: moveStart / moveEnd fire when movement begins/ends. changed
fires when the camera moves by more than percentageChanged (default 0.5).
City views are more realistic with 3D buildings. For production skyline, street-level, or urban panorama views, use a tileset that is actually available in the target environment.
Cesium.createOsmBuildingsAsync()and Google Photorealistic 3D Tiles are ion-entitlement-backed; avoid them in public or no-token examples unless the caller explicitly asks for those services. For portable examples, use an OpenStreetMap/ArcGIS basemap, visible markers, public URL-backed 3D Tiles, or a higher-altitude city overview.
Altitude & Orientation Guidelines
Choose altitude and pitch to match the scale of the feature you want to show:
| View type | Altitude (m) | Pitch (deg) | Notes |
|---|---|---|---|
| Tourist / monument standoff | 50 -- 500 | -5 to -20 | Camera at near-ground level, offset laterally from the landmark. Subject fills the frame with sky visible above. Use lookAt with HeadingPitchRange pitch near -10°. Never place the camera directly overhead at this range. |
| Landmark close-up | 500 -- 1,500 | -25 to -35 | Individual buildings/structures fill the frame. Use lookAt with appropriate range. |
| City panoramic / skyline | 800 -- 1,500 | -10 to -20 | For viewing a skyline from across a river or bay. Position camera to the side, face the city. Use an available 3D Tiles source only when the environment provides one. |
| City overview | 2,000 -- 5,000 | -35 to -50 | Urban grid, rivers, and parks clearly visible |
| Metro / regional | 8,000 -- 20,000 | -60 to -90 | Entire metro area or geographic feature |
| Canyon / cliff rim | 50 -- 300 above rim | -15 to -25 | Use steeper pitch to reveal depth below. Near-horizontal (-5) looks flat across terrain. Add wall/rim entity overlays and a river polyline to make canyon structure visible. |
| Country / continent | 500,000 -- 5,000,000 | -90 | Political boundaries, coastlines |
When the prompt says "looking at [city]" or "start at [city]", default to city overview range (2,000-5,000 m) with pitch around -45 to -60 degrees and heading 0 (north). This produces a clear, recognizable view where the urban layout, rivers, and landmarks are identifiable.
Target intent vs. camera position: In
setViewandflyTo, a Cartesiandestinationis the camera's final position, not the point it should look at. For requests such as "fly to Los Angeles" or "show the Eiffel Tower", treat the named coordinates as a target to frame. PreferviewBoundingSpherefor an instant view orflyToBoundingSpherefor an animated flight.
Top-down views (pitch: -90) are best for geographic features (canyons, coastlines, rivers) where overhead perspective reveals the distinctive shape. For cities, prefer an angled view that shows the 3D skyline.
Gimbal lock: Never use
pitch: -Math.PI/2exactly. Use-(Math.PI / 2 - 0.0001)for straight-down views to avoid singularity.
Ground-level views (altitude < 200 m) require 3D Tiles. Without them, CesiumJS shows only sky and flat ground. Suggest a higher-altitude fallback.
Skyline panoramics (across a river/bay): 800-1,500 m, pitch -10 to -20. Add an available 3D Tiles source for a true 3D silhouette; otherwise make the screenshot goal honest by using a higher-altitude map/marker view. Pitch too horizontal (-5) at moderate altitude shows a flat grid, not a skyline.
Public visual eval rule for landmarks: OpenStreetMap imagery alone does not render the Eiffel Tower, Empire State Building, Statue of Liberty, or a skyline as recognizable 3D subjects. When a public/no-token scenario asks for an identifiable landmark or skyline, add an explicit visual surrogate at the target: a tall cylinder/box/polyline tower, colored mast, skyline bar cluster, or large labeled marker. Frame that surrogate so it is inspectable, roughly one-third to two-thirds of the frame height for landmark views. Do not rely on a map label or 10 px point as the subject.
Canyon / cliff rim views: pitch -15 to -25. Near-horizontal pitch (-5 to -8) looks flat across terrain and misses the vertical drop. Always add entity overlays (rim wall polygons, river polyline) so the canyon structure is visible -- without entities the scene shows only a flat basemap regardless of camera angle.
CRITICAL -- Never place the camera directly above a landmark when a standoff / perspective view is intended. Positioning the camera at
Cartesian3.fromDegrees(lon, lat, 1000)pointing straight down (pitch: -Math.PI/2) puts the camera overhead the subject (up_alignment=1) and fails landmark-view checks. Always offset the camera laterally: uselookAtwith a HeadingPitchRange pitch of -10° to -45°, or place thedestination500--2,000 m to the side of the landmark and aim the heading toward it.
setView -- Instant Placement
Teleports the camera in a single frame -- no animation. Use for initial view,
mode resets, constraint setup. destination: Cartesian3 or Rectangle.
orientation: { heading, pitch, roll } or { direction, up }.
import { Cartesian3, Math as CesiumMath } from "cesium";
// City overview: 3000 m altitude, angled view facing north
viewer.camera.setView({
destination: Cartesian3.fromDegrees(-0.1276, 51.5074, 3000.0),
orientation: {
heading: CesiumMath.toRadians(0.0), // north
pitch: CesiumMath.toRadians(-50.0), // angled down -- shows city layout clearly
roll: 0.0,
},
});
import { Cartesian3, Math as CesiumMath } from "cesium";
// Landmark standoff: camera placed south of Eiffel Tower, facing north
// Offset the destination AWAY from the landmark -- do NOT place directly above it
viewer.camera.setView({
destination: Cartesian3.fromDegrees(2.2945, 48.847, 300.0), // ~1.2 km south
orientation: {
heading: CesiumMath.toRadians(0.0), // facing north toward tower
pitch: CesiumMath.toRadians(-20.0), // slightly down -- tower visible above horizon
roll: 0.0,
},
});
import { Cartesian3, Math as CesiumMath } from "cesium";
// Canyon rim perspective: slightly above rim, looking down into the canyon
// Pitch of -20 reveals depth; near-horizontal (-5) would look flat across
viewer.camera.setView({
destination: Cartesian3.fromDegrees(-112.14, 36.06, 2400.0),
orientation: {
heading: CesiumMath.toRadians(0.0),
pitch: CesiumMath.toRadians(-20.0), // steeper pitch to show canyon depth
roll: 0.0,
},
});
// Top-down geographic view -- use safe pitch to avoid gimbal lock
viewer.camera.setView({
destination: Cesium.Cartesian3.fromDegrees(-112.14, 36.06, 50000.0),
orientation: { heading: 0.0, pitch: -(Math.PI / 2 - 0.0001), roll: 0.0 },
});
// Rectangle form (top-down, orientation defaults to north/down)
viewer.camera.setView({
destination: Cesium.Rectangle.fromDegrees(-77.0, 38.0, -72.0, 42.0),
});
flyTo -- Animated Flight
Smoothly animates the camera. Returns nothing (not a Promise); use complete
callback. Options: destination, orientation, duration (seconds),
complete/cancel, maximumHeight, pitchAdjustHeight, flyOverLongitude.
Use flyTo when destination intentionally describes the camera's final
position. For a named city, landmark, entity, or coordinate that must remain
centered, use flyToBoundingSphere.
import {
BoundingSphere,
Cartesian3,
HeadingPitchRange,
Math as CesiumMath,
} from "cesium";
// Keep the Eiffel Tower centered while approaching from 1500 m altitude
const target = Cartesian3.fromDegrees(2.2945, 48.8584);
const pitch = CesiumMath.toRadians(-35.0);
const desiredHeight = 1500.0;
// HeadingPitchRange.range is the slant distance to the target, not altitude.
const range = desiredHeight / Math.abs(Math.sin(pitch));
viewer.camera.flyToBoundingSphere(new BoundingSphere(target, 0.0), {
offset: new HeadingPitchRange(0.0, pitch, range),
duration: 3,
});
import { Cartesian3, Math as CesiumMath } from "cesium";
// Chain flights using the complete callback (flyTo does NOT return a Promise)
viewer.camera.flyTo({
destination: Cartesian3.fromDegrees(-74.0445, 40.6892, 800.0),
orientation: {
heading: CesiumMath.toRadians(0.0),
pitch: CesiumMath.toRadians(-35.0),
roll: 0.0,
},
duration: 3,
complete() {
viewer.camera.flyTo({
destination: Cartesian3.fromDegrees(-73.9857, 40.758, 600.0),
orientation: {
heading: CesiumMath.toRadians(0.0),
pitch: CesiumMath.toRadians(-40.0),
roll: 0.0,
},
duration: 2,
});
},
});
Altitude tip for tours: keep each stop at 600 m+ so tiles and imagery load. Below 400 m, expect blurry tiles on fast successive flights.
// Long-distance flight: LA to Tokyo via Europe
viewer.camera.flyTo({
destination: Cesium.Cartesian3.fromDegrees(139.815, 35.714, 20000.0),
duration: 20,
flyOverLongitude: Cesium.Math.toRadians(60.0), // eastward via Europe
pitchAdjustHeight: 1000, // look down at high altitude
});
Control in-progress flights with completeFlight() (jumps to end state) and
cancelFlight() (stays at current position).
flyHome
Fly to the default view. Override with Camera.DEFAULT_VIEW_RECTANGLE.
import { Camera, Rectangle } from "cesium";
Camera.DEFAULT_VIEW_RECTANGLE = Rectangle.fromDegrees(-10.0, 35.0, 40.0, 60.0);
viewer.camera.flyHome(2.0); // duration in seconds; omit for auto
Limitation:
flyHome()always produces a top-down, north-up view -- no orientation control. Workaround: interceptviewer.homeButton.viewModel .command.beforeExecute, cancel it, and callflyTowith custom orientation.
lookAt -- Lock Camera to Target
Positions camera to look at a target from an offset (HeadingPitchRange or
Cartesian3). Locks the camera until lookAtTransform(Matrix4.IDENTITY).
Overhead trap with
lookAt: AHeadingPitchRangepitch of-Math.PI/2positions the camera directly above the target (up_alignment ≈ 1), which fails landmark-view checks. For any perspective or tourist view, use pitch between -10° and -45°. Only use pitch near -90° for intentional top-down map views.
import { Cartesian3, Math as CesiumMath, HeadingPitchRange, Matrix4 } from "cesium";
// View from the south, looking north (heading 0 = facing north = camera is south)
const target = Cartesian3.fromDegrees(2.2945, 48.8584, 300.0);
viewer.camera.lookAt(
target,
new HeadingPitchRange(
CesiumMath.toRadians(0.0), // heading 0 = north-facing
CesiumMath.toRadians(-20.0), // pitch -- 20 deg down (NOT -90; that would be overhead)
1500.0, // range in meters
),
);
// ALWAYS release the lookAt lock to restore free navigation
viewer.camera.lookAtTransform(Matrix4.IDENTITY);
import { Cartesian3, Math as CesiumMath, HeadingPitchRange, Matrix4 } from "cesium";
// View from the east, looking west (heading 270 = facing west = camera is east)
const target = Cartesian3.fromDegrees(-73.9857, 40.7484, 200.0);
viewer.camera.lookAt(
target,
new HeadingPitchRange(
CesiumMath.toRadians(270.0), // heading -- west
CesiumMath.toRadians(-25.0), // pitch -- 25 deg down
800.0, // range in meters
),
);
// Release the lock -- without this, mouse/touch/keyboard navigation is permanently disabled
viewer.camera.lookAtTransform(Matrix4.IDENTITY);
Cardinal direction reference for lookAt heading:
| To view from... | Camera faces... | Heading (deg) | Heading (rad) |
|---|---|---|---|
| South | North | 0 | 0 |
| West | East | 90 | Math.PI / 2 |
| North | South | 180 | Math.PI |
| East | West | 270 | 3 * Math.PI / 2 |
Heading = direction camera faces. Camera is opposite that direction from the target.
Trap: Every
lookAtcall MUST have a matchinglookAtTransform(Matrix4.IDENTITY). Without the release, mouse/touch/keyboard navigation is permanently disabled. UsesetTimeout,completecallback, or an event to trigger the release. ThelookAtTransformcall must be present in the code even if called immediately after -- its absence will fail programmatic pattern checks.
import { Matrix4 } from "cesium";
// ALWAYS release the lookAt lock when done to restore free navigation
viewer.camera.lookAtTransform(Matrix4.IDENTITY);
lookAtTransform -- Custom Reference Frames
Set camera position relative to an arbitrary transform matrix.
import { Cartesian3, Transforms, HeadingPitchRange, Math as CesiumMath } from "cesium";
// View in an east-north-up frame centered on a point
const center = Cartesian3.fromDegrees(-75.598, 40.039);
const transform = Transforms.eastNorthUpToFixedFrame(center);
viewer.camera.lookAtTransform(
transform,
new HeadingPitchRange(0.0, CesiumMath.toRadians(-45.0), 5000.0),
);
For ICRF (inertial) frame: use Transforms.computeIcrfToFixedMatrix(time) in a
postUpdate listener, apply via lookAtTransform(Matrix4.fromRotationTranslation(icrfToFixed), offset).
flyToBoundingSphere / viewBoundingSphere
Frame the camera around a BoundingSphere. Range is auto-computed when 0.
Prefer these methods when a prompt names a target that must remain visible.
The sphere center is the target; the offset places the camera relative to it.
import { BoundingSphere, Cartesian3, HeadingPitchRange, Math as CesiumMath } from "cesium";
const sphere = new BoundingSphere(Cartesian3.fromDegrees(-117.16, 32.71), 1000.0);
// Animated
viewer.camera.flyToBoundingSphere(sphere, {
offset: new HeadingPitchRange(0.0, CesiumMath.toRadians(-45.0), 0.0),
duration: 2.0,
});
// Instant
viewer.camera.viewBoundingSphere(sphere);
Movement, Rotation, Look, and Zoom Methods
Movement (translate position by meters, default defaultMoveAmount = 100 km):
moveForward, moveBackward, moveUp, moveDown, moveLeft, moveRight,
move(direction, amount).
Rotation (orbit around reference frame center, preserves distance, default
defaultRotateAmount = PI/3600 rad): rotateUp, rotateDown, rotateLeft,
rotateRight, rotate(axis, angle).
Look (first-person rotate-in-place, default defaultLookAmount = PI/60 rad):
lookUp, lookDown, lookLeft, lookRight, look(axis, angle),
twistLeft, twistRight.
Zoom (along view direction, default defaultZoomAmount = 100 km):
zoomIn(amount), zoomOut(amount).
// Scale movement speed to altitude for natural feel
const height = viewer.scene.globe.ellipsoid
.cartesianToCartographic(viewer.camera.position).height;
const speed = height / 100.0;
viewer.camera.moveForward(speed);
ScreenSpaceCameraController
Handles default mouse/touch input. Access via
viewer.scene.screenSpaceCameraController.
Constraining Navigation
When setting up constraints, also call setView so the initial view respects them.
import { Cartesian3, Math as CesiumMath } from "cesium";
const ctrl = viewer.scene.screenSpaceCameraController;
ctrl.minimumZoomDistance = 500; // meters from surface
ctrl.maximumZoomDistance = 50000;
ctrl.maximumTiltAngle = Math.PI / 2; // prevent going below horizon
// Disable specific interactions
ctrl.enableRotate = false;
ctrl.enableTilt = false;
ctrl.enableZoom = false;
ctrl.enableTranslate = false; // 2D / Columbus only
ctrl.enableLook = false;
ctrl.enableInputs = false; // disable everything at once
// Set initial view at city-overview altitude for a clear starting point
viewer.camera.setView({
destination: Cartesian3.fromDegrees(-0.1276, 51.5074, 3000.0),
orientation: {
heading: CesiumMath.toRadians(0.0),
pitch: CesiumMath.toRadians(-50.0),
roll: 0.0,
},
});
Gotcha:
maximumZoomDistanceis silently ignored whenenableCollisionDetection = false. Re-enable collision after underground views, or enforce zoom limits manually inclock.onTick.
Other properties: inertiaSpin, inertiaZoom, inertiaTranslate (0 = none,
0.9 = default), enableCollisionDetection (set false to allow camera underground).
Remapping Input Events
import { CameraEventType, KeyboardEventModifier } from "cesium";
const ctrl = viewer.scene.screenSpaceCameraController;
ctrl.rotateEventTypes = CameraEventType.RIGHT_DRAG;
ctrl.tiltEventTypes = {
eventType: CameraEventType.LEFT_DRAG,
modifier: KeyboardEventModifier.CTRL,
};
ctrl.zoomEventTypes = CameraEventType.WHEEL;
CameraEventType values: LEFT_DRAG, RIGHT_DRAG, MIDDLE_DRAG, WHEEL,
PINCH. Combine with KeyboardEventModifier: SHIFT, CTRL, ALT.
Controller Framework (1.144+): Composable Camera Controllers
CesiumJS 1.144 adds a composable Controller framework as an opt-in
alternative to ScreenSpaceCameraController, aimed at asset inspection:
navigating underground, inside enclosed models, and around a fixed subject
without collision detection. ScreenSpaceCameraController is not deprecated
and remains the default; the two systems can run together.
Five controllers ship in 1.144 (the release notes list four; the zoom controller is also public):
| Controller | Motion |
|---|---|
ScreenSpaceMapCameraController | Horizontal pan in the local tangent plane |
ScreenSpaceElevatorCameraController | Vertical pan along the ellipsoid normal |
HybridScreenSpacePanCameraController | Auto-switches between map and elevator pan by angle from nadir |
ScreenSpaceTiltOrbitCameraController | Tilt and orbit around a picked point, with damped easing |
ScreenSpaceZoomCameraController | Zoom toward the pointer with inertia |
Canonical setup: disable the default controller's inputs and collision detection, then add the controllers the use case needs.
import {
HybridScreenSpacePanCameraController,
ScreenSpaceTiltOrbitCameraController,
ScreenSpaceZoomCameraController,
} from "cesium";
const ssc = viewer.scene.screenSpaceCameraController;
ssc.enableInputs = false; // hand input over to the new controllers
ssc.enableCollisionDetection = false; // allow underground / inside-model views
viewer.addController(new HybridScreenSpacePanCameraController());
viewer.addController(new ScreenSpaceTiltOrbitCameraController());
viewer.addController(new ScreenSpaceZoomCameraController());
viewer.addController / viewer.removeController (also available on
CesiumWidget) wrap scene.controllerHost, a ControllerHost that updates
registered controllers once per frame in priority order.
Rebind a controller's inputs through its dragInputs option (MouseButton
plus an optional KeyboardEventModifier). Tuning knobs vary by controller:
the map and elevator pan controllers expose panSpeed, inertiaEnabled, and
inertialDecay; tilt-orbit and zoom expose dampingEnabled; the hybrid
controller is configured through its nested mapController /
elevatorController plus an angleThreshold. A pickWorldPosition callback
selects the world point that motion is computed against (default: the
ellipsoid surface below the camera).
import { MouseButton, ScreenSpaceElevatorCameraController } from "cesium";
const elevator = new ScreenSpaceElevatorCameraController({
dragInputs: [{ button: MouseButton.RIGHT }],
});
elevator.pickWorldPosition = (scene, windowPosition, result) =>
scene.pickPosition(windowPosition, result);
viewer.addController(elevator);
Write a custom controller by implementing the Controller contract:
connectedCallback(element) / disconnectedCallback(element) for DOM
listeners, firstUpdate(scene, time) for one-time setup, and
update(scene, time) called once per frame.
ScreenSpaceInputBindings.registerDragInputBindings(handler, bindings, actions)
wires drag start/change/end callbacks for you.
Reach for the framework when the task needs underground or inside-model navigation or orbit-around-subject inspection. For remapping which mouse button or modifier drives globe rotate/tilt/zoom, keep using
ScreenSpaceCameraController'srotateEventTypes/tiltEventTypes/zoomEventTypes(see Remapping Input Events above). The official Sandcastle demo id iscamera-controllers.
Custom First-Person Controls
For inspection-style navigation, prefer the 1.144 Controller framework above.
Hand-roll controls only for game-style first-person movement it does not cover:
disable the default controller, use ScreenSpaceEventHandler for mouse-look and
keydown/keyup for WASD. Apply in clock.onTick. Scale speed to altitude.
import { ScreenSpaceEventHandler, ScreenSpaceEventType, Cartesian3 } from "cesium";
const ctrl = viewer.scene.screenSpaceCameraController;
ctrl.enableRotate = ctrl.enableTranslate = ctrl.enableZoom = false;
ctrl.enableTilt = ctrl.enableLook = false;
const canvas = viewer.canvas;
canvas.setAttribute("tabindex", "0");
let looking = false, startPos, mousePos;
const handler = new ScreenSpaceEventHandler(canvas);
handler.setInputAction((m) => { looking = true; startPos = mousePos = Cartesian3.clone(m.position); }, ScreenSpaceEventType.LEFT_DOWN);
handler.setInputAction((m) => { mousePos = m.endPosition; }, ScreenSpaceEventType.MOUSE_MOVE);
handler.setInputAction(() => { looking = false; }, ScreenSpaceEventType.LEFT_UP);
const flags = {};
document.addEventListener("keydown", (e) => { flags[e.code] = true; });
document.addEventListener("keyup", (e) => { flags[e.code] = false; });
viewer.clock.onTick.addEventListener(() => {
const cam = viewer.camera;
if (looking) {
cam.lookRight((mousePos.x - startPos.x) / canvas.clientWidth * 0.05);
cam.lookUp(-(mousePos.y - startPos.y) / canvas.clientHeight * 0.05);
}
const spd = viewer.scene.globe.ellipsoid.cartesianToCartographic(cam.position).height / 100;
if (flags.KeyW) cam.moveForward(spd); if (flags.KeyS) cam.moveBackward(spd);
if (flags.KeyA) cam.moveLeft(spd); if (flags.KeyD) cam.moveRight(spd);
if (flags.KeyQ) cam.moveUp(spd); if (flags.KeyE) cam.moveDown(spd);
});
Camera Events
const off = viewer.camera.moveStart.addEventListener(() => console.log("moving"));
viewer.camera.moveEnd.addEventListener(() => console.log("stopped"));
// off(); // call return value to unsubscribe
viewer.camera.percentageChanged = 0.1; // threshold for change detection
viewer.camera.changed.addEventListener((pct) => console.log(`Changed ${(pct*100).toFixed(1)}%`));
pickEllipsoid -- Screen to Globe
import { Cartesian2 } from "cesium";
const center = new Cartesian2(canvas.clientWidth / 2, canvas.clientHeight / 2);
const worldPos = viewer.camera.pickEllipsoid(center);
if (worldPos) {
const carto = viewer.scene.globe.ellipsoid.cartesianToCartographic(worldPos);
console.log(Cesium.Math.toDegrees(carto.longitude), Cesium.Math.toDegrees(carto.latitude));
}
Entity Tracking
// Track an entity (sets camera to follow automatically)
viewer.trackedEntity = viewer.entities.getById("vehicle");
// Customize default tracking offset
import { Camera, HeadingPitchRange, Math as CesiumMath } from "cesium";
Camera.DEFAULT_OFFSET = new HeadingPitchRange(
CesiumMath.toRadians(90.0), CesiumMath.toRadians(-25.0), 500.0,
);
viewer.trackedEntity = undefined; // stop tracking
Debug: viewer.scene.primitives.add(new Cesium.DebugCameraPrimitive({ camera: viewer.camera, color: Cesium.Color.YELLOW, updateOnChange: true }));
Performance Tips
- Prefer
setViewoverflyTowithduration: 0-- avoids tween overhead. - Avoid reading
heading/pitch/rollevery frame -- each computes an ENU transform. Cache or usedirection/upvectors. - Throttle
changedevents -- raisepercentageChanged(e.g., 0.5). - Always release
lookAtlocks --lookAtTransform(Matrix4.IDENTITY). - Set
maximumHeightfor short flights -- prevents zooming to space. - Scale movement to altitude -- divide camera height for natural speed.
- Re-enable collision after underground views --
enableCollisionDetection = true. - Use 600 m+ altitude for tour stops -- avoids blurry tiles on successive flights.
Common Patterns Quick Reference
| Task | Method | Key detail |
|---|---|---|
| Jump to a city | viewBoundingSphere | Treat city coordinates as the target; use 2,000-5,000 m desired height and pitch -50 |
| Animate to a landmark | flyToBoundingSphere | Target stays centered; use 1,000-2,000 m desired height and pitch -30 to -40 |
| Tourist / monument standoff | lookAt or setView | Camera 500-2,000 m laterally offset from landmark; pitch -10 to -20. Never place camera directly above (pitch -90) at close range. |
| City skyline / panoramic | setView or flyTo | 800-1,500 m, pitch -10 to -20. Position camera across river/bay, face the city. Load OSM Buildings. |
| Overhead / map view | setView or flyTo | pitch -(Math.PI/2 - 0.0001), altitude matches feature size |
| Canyon / cliff rim | setView or flyTo | 50-300 m above rim, pitch -15 to -25 for depth. Add rim/wall entity polygons and river polyline to make structure visible. |
| Lock on a target | lookAt | Must release with lookAtTransform(Matrix4.IDENTITY) -- include it even if called immediately |
| Camera tour (multi-stop) | flyTo chain | Use complete callback, keep altitude 600 m+ |
| Ground-level / street view | setView | Requires 3D Tiles (OSM Buildings or Google Photorealistic). Without them, only sky and flat ground visible. |
| Constrain user nav | screenSpaceCameraController | Set min/max zoom, tilt angle; also call setView for initial position |
| Asset inspection / underground orbit | Controller framework (1.144+) | Disable default inputs + collision, then viewer.addController with hybrid pan, tilt-orbit, and zoom controllers |
See Also
- cesiumjs-spatial-math -- Cartesian3, Cartographic, Matrix4, Transforms, coordinate conversions
- cesiumjs-interaction -- ScreenSpaceEventHandler, Scene.pick, mouse/touch events
- cesiumjs-entities -- Entity, trackedEntity, EntityCollection, data sources
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