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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 custo
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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Baseline: CesiumJS v1.144 -- ES module imports (
import { ... } from "cesium";)
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.
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.
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),
});
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).
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.
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.
name: cesiumjs-camera description: "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."
---
name: cesiumjs-camera
description: "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."
---
# 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 `setView` and `flyTo`, a Cartesian
> `destination` is 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. Prefer `viewBoundingSphere` for
> an instant view or `flyToBoundingSphere` for 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/2` exactly. 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:
> use `lookAt` with a HeadingPitchRange pitch of -10° to -45°, or place the
> `destination` 500--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 }`.
```js
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,
},
});
```
```js
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,
},
});
```
```js
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,
},
});
```
```js
// 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`.
```js
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,
});
```
```js
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.
```js
// 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`.
```js
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: intercept `viewer.homeButton.viewModel
> .command.beforeExecute`, cancel it, and call `flyTo` with 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`:** A `HeadingPitchRange` pitch of `-Math.PI/2`
> positions 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.
```js
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.Free to get does not mean free to run. Price labels are not safety ratings. Submit pricing information →
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License: Apache-2.0
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"name": "cesiumjs-camera",
"description": "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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}Listing source
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