# Camera

#### new Cesium.Camera(scene)
Scene/Camera.js 84

  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.
      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:

  - Cesium Sandcastle Camera Demo
  - Camera Tutorial

### Members

#### staticCesium.Camera.DEFAULT_VIEW_FACTOR : Number
Scene/Camera.js 247

  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
Scene/Camera.js 239

  The default rectangle the camera will view on creation.

#### constrainedAxis : Cartesian3
Scene/Camera.js 182

  If set, the camera will not be able to rotate past this axis in either direction.
  Default Value: `undefined`

#### defaultLookAmount : Number
Scene/Camera.js 162

  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
Scene/Camera.js 155

  The default amount to move the camera when an argument is not provided to the move methods.
  Default Value: `100000.0;`

#### defaultRotateAmount : Number
Scene/Camera.js 169

  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
Scene/Camera.js 176

  The default amount to move the camera when an argument is not provided to the zoom methods.
  Default Value: `100000.0;`

#### direction : Cartesian3
Scene/Camera.js 113

  The view direction of the camera.

#### readonlydirectionWC : Cartesian3
Scene/Camera.js 650

  Gets the view direction of the camera in world coordinates.

#### frustum : Frustum
Scene/Camera.js 145

  The region of space in view.
  Default Value: `PerspectiveFrustum()`

  ##### See:

  - PerspectiveFrustum
  - PerspectiveOffCenterFrustum
  - OrthographicFrustum

#### readonlyheading : Number
Scene/Camera.js 692

  Gets the camera heading in radians.

#### readonlyinverseTransform : Matrix4
Scene/Camera.js 574

  Gets the inverse camera transform.
  Default Value: ``Matrix4.IDENTITY``

#### readonlyinverseViewMatrix : Matrix4
Scene/Camera.js 606

  Gets the inverse view matrix.

  ##### See:

  - Camera#viewMatrix

#### maximumTranslateFactor : Number
Scene/Camera.js 189

  The factor multiplied by the the map size used to determine where to clamp the camera position when translating across the surface. The default is 1.5. Only valid for 2D and Columbus view.
  Default Value: `1.5`

#### maximumZoomFactor : Number
Scene/Camera.js 196

  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 2.5. Only valid for 2D.
  Default Value: `2.5`

#### readonlymoveEnd : Event
Scene/Camera.js 784

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

#### readonlymoveStart : Event
Scene/Camera.js 772

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

#### readonlypitch : Number
Scene/Camera.js 719

  Gets the camera pitch in radians.

#### position : Cartesian3
Scene/Camera.js 103

  The position of the camera.

#### positionCartographic : Cartographic
Scene/Camera.js 622

  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
Scene/Camera.js 636

  Gets the position of the camera in world coordinates.

#### right : Cartesian3
Scene/Camera.js 131

  The right direction of the camera.

#### readonlyrightWC : Cartesian3
Scene/Camera.js 678

  Gets the right direction of the camera in world coordinates.

#### readonlyroll : Number
Scene/Camera.js 746

  Gets the camera roll in radians.

#### readonlytransform : Matrix4
Scene/Camera.js 559

  Gets the camera's reference frame. The inverse of this transformation is appended to the view matrix.
  Default Value: ``Matrix4.IDENTITY``

#### up : Cartesian3
Scene/Camera.js 122

  The up direction of the camera.

#### readonlyupWC : Cartesian3
Scene/Camera.js 664

  Gets the up direction of the camera in world coordinates.

#### readonlyviewMatrix : Matrix4
Scene/Camera.js 590

  Gets the view matrix.

  ##### See:

  - Camera#inverseViewMatrix

### Methods

#### cameraToWorldCoordinates(cartesian, result) → Cartesian4
Scene/Camera.js 1129

  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
Scene/Camera.js 1150

  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
Scene/Camera.js 1171

  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.

#### distanceToBoundingSphere(boundingSphere) → Number
Scene/Camera.js 2205

  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.

#### flyTo(options)
Scene/Camera.js 2461

  Flies the camera from its current position to a new position.

  Name | Type | Description
  --- | --- | ---
  `options` | Object | Object with the following properties:
  Name | Type | Default | 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 or 2D. The up direction will point towards local north in 3D and in the positive y direction in Columbus view or 2D.
  `duration` | Number |  | optional The duration of the flight in seconds. If ommitted, 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.
  `convert` | Boolean | `true` | optional When `true`, the destination is converted to the correct coordinate system for each scene mode. When `false`, the destination is expected to be in the correct coordinate system.
  `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
          }
      });

#### flyToBoundingSphere(boundingSphere, options)
Scene/Camera.js 2624

  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 above the plane. Negative pitch angles are below 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 ommitted, 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.

#### getMagnitude() → Number
Scene/Camera.js 1617

  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
Scene/Camera.js 2177

  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.

#### getPixelSize(boundingSphere, drawingBufferWidth, drawingBufferHeight) → Number
Scene/Camera.js 2227

  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
Scene/Camera.js 2012

  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

#### look(axis, angle)
Scene/Camera.js 1373

  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)
Scene/Camera.js 1658

  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 above the plane. Negative pitch angles are below 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));

#### lookAtTransform(transform, offset)
Scene/Camera.js 1724

  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 above the plane. Negative pitch angles are below 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));

#### lookDown(amount)
Scene/Camera.js 1355

  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:

  - Camera#lookUp

#### lookLeft(amount)
Scene/Camera.js 1316

  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:

  - Camera#lookRight

#### lookRight(amount)
Scene/Camera.js 1329

  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:

  - Camera#lookLeft

#### lookUp(amount)
Scene/Camera.js 1342

  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:

  - Camera#lookDown

#### move(direction, amount)
Scene/Camera.js 1217

  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)
Scene/Camera.js 1253

  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:

  - Camera#moveForward

#### moveDown(amount)
Scene/Camera.js 1278

  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)
Scene/Camera.js 1240

  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:

  - Camera#moveBackward

#### moveLeft(amount)
Scene/Camera.js 1303

  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)
Scene/Camera.js 1290

  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)
Scene/Camera.js 1265

  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
Scene/Camera.js 2088

  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.

#### rotate(axis, angle)
Scene/Camera.js 1431

  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)
Scene/Camera.js 1456

  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)
Scene/Camera.js 1530

  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)
Scene/Camera.js 1517

  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)
Scene/Camera.js 1469

  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)
Scene/Camera.js 1022

  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 or 2D. The up direction will point towards local north in 3D and in the positive y direction in Columbus view or 2D.
  `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. Setposition 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)
          }
      });

#### twistLeft(amount)
Scene/Camera.js 1400

  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)
Scene/Camera.js 1412

  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)
Scene/Camera.js 2578

  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 above the plane. Negative pitch angles are below 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
Scene/Camera.js 1066

  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
Scene/Camera.js 1087

  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
Scene/Camera.js 1108

  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)
Scene/Camera.js 1585

  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)
Scene/Camera.js 1602

  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

#### FlightCancelledCallback()
Scene/Camera.js 2705

  A function that will execute when a flight is cancelled.

#### FlightCompleteCallback()
Scene/Camera.js 2700

  A function that will execute when a flight completes.