# Camera

#### new Cesium.Camera(scene)
engine/Source/Scene/Camera.js 81

The camera is defined by a position, orientation, and view frustum.
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.
    const 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:

- Cesium Sandcastle Camera Demo
- Cesium Sandcastle Camera Tutorial Example
- Camera Tutorial

### Members

#### static Cesium.Camera.DEFAULT_OFFSET : HeadingPitchRange
engine/Source/Scene/Camera.js 308

The default heading/pitch/range that is used when the camera flies to a location that contains a bounding sphere.

#### static Cesium.Camera.DEFAULT_VIEW_FACTOR : number
engine/Source/Scene/Camera.js 302

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.

#### static Cesium.Camera.DEFAULT_VIEW_RECTANGLE : Rectangle
engine/Source/Scene/Camera.js 289

The default rectangle the camera will view on creation.

#### readonly changed : Event
engine/Source/Scene/Camera.js 1077

Gets the event that will be raised when the camera has changed by `percentageChanged`.

#### constrainedAxis : Cartesian3
engine/Source/Scene/Camera.js 203

If set, the camera will not be able to rotate past this axis in either direction.

Default Value: `undefined`

#### defaultLookAmount : number
engine/Source/Scene/Camera.js 183

The default amount to rotate the camera when an argument is not provided to the look methods.

Default Value: `Math.PI / 60.0`

#### defaultMoveAmount : number
engine/Source/Scene/Camera.js 176

The default amount to move the camera when an argument is not provided to the move methods.

Default Value: `100000.0;`

#### defaultRotateAmount : number
engine/Source/Scene/Camera.js 190

The default amount to rotate the camera when an argument is not provided to the rotate methods.

Default Value: `Math.PI / 3600.0`

#### defaultZoomAmount : number
engine/Source/Scene/Camera.js 197

The default amount to move the camera when an argument is not provided to the zoom methods.

Default Value: `100000.0;`

#### direction : Cartesian3
engine/Source/Scene/Camera.js 133

The view direction of the camera.

#### readonly directionWC : Cartesian3
engine/Source/Scene/Camera.js 919

Gets the view direction of the camera in world coordinates.

#### frustum : PerspectiveFrustum|PerspectiveOffCenterFrustum|OrthographicFrustum
engine/Source/Scene/Camera.js 165

The region of space in view.

Default Value: `PerspectiveFrustum()`

##### See:

- PerspectiveFrustum
- PerspectiveOffCenterFrustum
- OrthographicFrustum

#### readonly heading : number
engine/Source/Scene/Camera.js 961

Gets the camera heading in radians.

#### readonly inverseTransform : Matrix4
engine/Source/Scene/Camera.js 842

Gets the inverse camera transform.

Default Value: ``Matrix4.IDENTITY``

#### readonly inverseViewMatrix : Matrix4
engine/Source/Scene/Camera.js 874

Gets the inverse view matrix.

##### See:

- Camera#viewMatrix

#### maximumZoomFactor : number
engine/Source/Scene/Camera.js 210

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`

#### readonly moveEnd : Event
engine/Source/Scene/Camera.js 1065

Gets the event that will be raised when the camera has stopped moving.

#### readonly moveStart : Event
engine/Source/Scene/Camera.js 1053

Gets the event that will be raised at when the camera starts to move.

#### percentageChanged : number
engine/Source/Scene/Camera.js 226

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`

#### readonly pitch : number
engine/Source/Scene/Camera.js 992

Gets the camera pitch in radians.

#### position : Cartesian3
engine/Source/Scene/Camera.js 100

The position of the camera.

#### readonly positionCartographic : Cartographic
engine/Source/Scene/Camera.js 891

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.

#### readonly positionWC : Cartesian3
engine/Source/Scene/Camera.js 905

Gets the position of the camera in world coordinates.

#### right : Cartesian3
engine/Source/Scene/Camera.js 151

The right direction of the camera.

#### readonly rightWC : Cartesian3
engine/Source/Scene/Camera.js 947

Gets the right direction of the camera in world coordinates.

#### readonly roll : number
engine/Source/Scene/Camera.js 1023

Gets the camera roll in radians.

#### readonly transform : Matrix4
engine/Source/Scene/Camera.js 827

Gets the camera's reference frame. The inverse of this transformation is appended to the view matrix.

Default Value: ``Matrix4.IDENTITY``

#### up : Cartesian3
engine/Source/Scene/Camera.js 142

The up direction of the camera.

#### readonly upWC : Cartesian3
engine/Source/Scene/Camera.js 933

Gets the up direction of the camera in world coordinates.

#### readonly viewMatrix : Matrix4
engine/Source/Scene/Camera.js 858

Gets the view matrix.

##### See:

- Camera#inverseViewMatrix

### Methods

#### cameraToWorldCoordinates(cartesian, result) → Cartesian4
engine/Source/Scene/Camera.js 1633

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
engine/Source/Scene/Camera.js 1654

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
engine/Source/Scene/Camera.js 1675

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.

#### cancelFlight()
engine/Source/Scene/Camera.js 3234

Cancels the current camera flight and leaves the camera at its current location. If no flight is in progress, this this function does nothing.

#### completeFlight()
engine/Source/Scene/Camera.js 3245

Completes the current camera flight and moves the camera immediately to its final destination. If no flight is in progress, this this function does nothing.

#### computeViewRectangle(ellipsoid, result) → Rectangle|undefined
engine/Source/Scene/Camera.js 3779

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.

#### distanceToBoundingSphere(boundingSphere) → number
engine/Source/Scene/Camera.js 3031

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.

#### flyHome(duration)
engine/Source/Scene/Camera.js 1509

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 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. See `Camera#flyTo`

#### flyTo(options)
engine/Source/Scene/Camera.js 3324

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, pitch 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.
`pitchAdjustHeight` | number | optional If camera flyes higher than that value, adjust pitch duiring the flight to look down, and keep Earth in viewport.
`flyOverLongitude` | number | optional There are always two ways between 2 points on globe. This option force camera to choose fight direction to fly over that longitude.
`flyOverLongitudeWeight` | number | optional Fly over the lon specifyed via flyOverLongitude only if that way is not longer than short way times flyOverLongitudeWeight.
`convert` | boolean | optional Whether to convert the destination from world coordinates to scene coordinates (only relevant when not using 3D). Defaults to `true`.
`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
        }
    });

#### flyToBoundingSphere(boundingSphere, options)
engine/Source/Scene/Camera.js 3560

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.
`pitchAdjustHeight` | number | optional If camera flyes higher than that value, adjust pitch duiring the flight to look down, and keep Earth in viewport.
`flyOverLongitude` | number | optional There are always two ways between 2 points on globe. This option force camera to choose fight direction to fly over that longitude.
`flyOverLongitudeWeight` | number | optional Fly over the lon specifyed via flyOverLongitude only if that way is not longer than short way times flyOverLongitudeWeight.
`easingFunction` | EasingFunction.Callback | optional Controls how the time is interpolated over the duration of the flight.

#### getMagnitude() → number
engine/Source/Scene/Camera.js 2247

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|undefined
engine/Source/Scene/Camera.js 2994

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 the `Cartesian3` position and direction of the ray, or undefined if the pick ray cannot be determined.

#### getPixelSize(boundingSphere, drawingBufferWidth, drawingBufferHeight) → number
engine/Source/Scene/Camera.js 3061

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
engine/Source/Scene/Camera.js 2778

Get the camera position needed to view a 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

#### look(axis, angle)
engine/Source/Scene/Camera.js 1926

Rotate each of the camera's orientation vectors around `axis` by `angle`

Name | Type | Description
--- | --- | ---
`axis` | Cartesian3 | The axis to rotate around.
`angle` | number | optional The angle, in radians, to rotate by. Defaults to `defaultLookAmount`.

##### See:

- Camera#lookUp
- Camera#lookDown
- Camera#lookLeft
- Camera#lookRight

#### lookAt(target, offset)
engine/Source/Scene/Camera.js 2291

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
    const 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
    const center = Cesium.Cartesian3.fromDegrees(-72.0, 40.0);
    const heading = Cesium.Math.toRadians(50.0);
    const pitch = Cesium.Math.toRadians(-20.0);
    const range = 5000.0;
    viewer.camera.lookAt(center, new Cesium.HeadingPitchRange(heading, pitch, range));

#### lookAtTransform(transform, offset)
engine/Source/Scene/Camera.js 2379

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
    const 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
    const transform = Cesium.Transforms.eastNorthUpToFixedFrame(Cesium.Cartesian3.fromDegrees(-72.0, 40.0));
    const heading = Cesium.Math.toRadians(50.0);
    const pitch = Cesium.Math.toRadians(-20.0);
    const range = 5000.0;
    viewer.camera.lookAtTransform(transform, new Cesium.HeadingPitchRange(heading, pitch, range));

#### lookDown(amount)
engine/Source/Scene/Camera.js 1904

Rotates the camera around its right vector by amount, in radians, in the opposite direction of its up vector if not in 2D mode.

Name | Type | Description
--- | --- | ---
`amount` | number | optional The amount, in radians, to rotate by. Defaults to `defaultLookAmount`.

##### See:

- Camera#lookUp

#### lookLeft(amount)
engine/Source/Scene/Camera.js 1853

Rotates the camera around its up vector by amount, in radians, in the opposite direction of its right vector if not in 2D mode.

Name | Type | Description
--- | --- | ---
`amount` | number | optional The amount, in radians, to rotate by. Defaults to `defaultLookAmount`.

##### See:

- Camera#lookRight

#### lookRight(amount)
engine/Source/Scene/Camera.js 1870

Rotates the camera around its up vector by amount, in radians, in the direction of its right vector if not in 2D mode.

Name | Type | Description
--- | --- | ---
`amount` | number | optional The amount, in radians, to rotate by. Defaults to `defaultLookAmount`.

##### See:

- Camera#lookLeft

#### lookUp(amount)
engine/Source/Scene/Camera.js 1887

Rotates the camera around its right vector by amount, in radians, in the direction of its up vector if not in 2D mode.

Name | Type | Description
--- | --- | ---
`amount` | number | optional The amount, in radians, to rotate by. Defaults to `defaultLookAmount`.

##### See:

- Camera#lookDown

#### move(direction, amount)
engine/Source/Scene/Camera.js 1737

Translates the camera's position by `amount` along `direction`.

Name | Type | Description
--- | --- | ---
`direction` | Cartesian3 | The direction to move.
`amount` | number | optional The amount, in meters, to move. Defaults to `defaultMoveAmount`.

##### See:

- Camera#moveBackward
- Camera#moveForward
- Camera#moveLeft
- Camera#moveRight
- Camera#moveUp
- Camera#moveDown

#### moveBackward(amount)
engine/Source/Scene/Camera.js 1783

Translates the camera's position by `amount` along the opposite direction of the camera's view vector. When in 2D mode, this will zoom out the camera instead of translating the camera's position.

Name | Type | Description
--- | --- | ---
`amount` | number | optional The amount, in meters, to move. Defaults to `defaultMoveAmount`.

##### See:

- Camera#moveForward

#### moveDown(amount)
engine/Source/Scene/Camera.js 1815

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:

- Camera#moveUp

#### moveForward(amount)
engine/Source/Scene/Camera.js 1762

Translates the camera's position by `amount` along the camera's view vector. When in 2D mode, this will zoom in the camera instead of translating the camera's position.

Name | Type | Description
--- | --- | ---
`amount` | number | optional The amount, in meters, to move. Defaults to `defaultMoveAmount`.

##### See:

- Camera#moveBackward

#### moveLeft(amount)
engine/Source/Scene/Camera.js 1840

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:

- Camera#moveRight

#### moveRight(amount)
engine/Source/Scene/Camera.js 1827

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:

- Camera#moveLeft

#### moveUp(amount)
engine/Source/Scene/Camera.js 1802

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:

- Camera#moveDown

#### pickEllipsoid(windowPosition, ellipsoid, result) → Cartesian3|undefined
engine/Source/Scene/Camera.js 2867

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.

##### Example:

    const canvas = viewer.scene.canvas;
    const center = new Cesium.Cartesian2(canvas.clientWidth / 2.0, canvas.clientHeight / 2.0);
    const ellipsoid = viewer.scene.globe.ellipsoid;
    const result = viewer.camera.pickEllipsoid(center, ellipsoid);

#### rotate(axis, angle)
engine/Source/Scene/Camera.js 1988

Rotates the camera around `axis` by `angle`. 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`.

##### See:

- Camera#rotateUp
- Camera#rotateDown
- Camera#rotateLeft
- Camera#rotateRight

#### rotateDown(angle)
engine/Source/Scene/Camera.js 2019

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`.

##### See:

- Camera#rotateUp
- Camera#rotate

#### rotateLeft(angle)
engine/Source/Scene/Camera.js 2118

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`.

##### See:

- Camera#rotateRight
- Camera#rotate

#### rotateRight(angle)
engine/Source/Scene/Camera.js 2105

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`.

##### See:

- Camera#rotateLeft
- Camera#rotate

#### rotateUp(angle)
engine/Source/Scene/Camera.js 2032

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`.

##### See:

- Camera#rotateDown
- Camera#rotate

#### setView(options)
engine/Source/Scene/Camera.js 1450

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` | HeadingPitchRollValues | DirectionUp | optional An object that contains either direction and up properties or heading, pitch 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.
`convert` | boolean | optional Whether to convert the destination from world coordinates to scene coordinates (only relevant when not using 3D). Defaults to `true`.

##### 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)
        }
    });

#### switchToOrthographicFrustum()
engine/Source/Scene/Camera.js 3904

Switches the frustum/projection to orthographic. This function is a no-op in 2D which will always be orthographic.

#### switchToPerspectiveFrustum()
engine/Source/Scene/Camera.js 3884

Switches the frustum/projection to perspective. This function is a no-op in 2D which must always be orthographic.

#### twistLeft(amount)
engine/Source/Scene/Camera.js 1957

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:

- Camera#twistRight

#### twistRight(amount)
engine/Source/Scene/Camera.js 1969

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:

- Camera#twistLeft

#### viewBoundingSphere(boundingSphere, offset)
engine/Source/Scene/Camera.js 3509

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
engine/Source/Scene/Camera.js 1566

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
engine/Source/Scene/Camera.js 1587

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
engine/Source/Scene/Camera.js 1608

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.

#### zoomIn(amount)
engine/Source/Scene/Camera.js 2215

Zooms `amount` along the camera's view vector.

Name | Type | Description
--- | --- | ---
`amount` | number | optional The amount to move. Defaults to `defaultZoomAmount`.

##### See:

- Camera#zoomOut

#### zoomOut(amount)
engine/Source/Scene/Camera.js 2232

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:

- Camera#zoomIn

### Type Definitions

#### Cesium.Camera.FlightCancelledCallback()
engine/Source/Scene/Camera.js 3947

A function that will execute when a flight is cancelled.

#### Cesium.Camera.FlightCompleteCallback()
engine/Source/Scene/Camera.js 3942

A function that will execute when a flight completes.

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