From cesiumjs-skills
Controls CesiumJS camera positioning, animations (flyTo, lookAt, setView), user navigation constraints, and coordinate conversions. Use when placing views, animating flights, or restricting camera interaction.
How this skill is triggered — by the user, by Claude, or both
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/cesiumjs-skills:cesiumjs-cameraThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
> **Baseline:** CesiumJS v1.142 -- ES module imports (`import { ... } from "cesium";`)
Baseline: CesiumJS v1.142 -- 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 need 3D buildings. For skyline, street-level, or urban panorama views, add
Cesium.createOsmBuildingsAsync()(or Google Photorealistic 3D Tiles). Without 3D Tiles, cities render as flat satellite imagery -- no buildings, no skyline silhouette. Include a code comment to load buildings.
Choose altitude and pitch to match the scale of the feature you want to show:
| View type | Altitude (m) | Pitch (deg) | Notes |
|---|---|---|---|
| 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. Requires OSM Buildings or 3D Tiles for 3D silhouette. |
| 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. |
| 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.
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
Cesium.createOsmBuildingsAsync()for 3D silhouette. Pitch too horizontal (-5) at moderate altitude shows a flat grid, not a skyline.
Canyon / cliff rim views: pitch -15 to -25. Near-horizontal pitch (-5 to -8) looks flat across terrain and misses the vertical drop.
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";
// 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.
import { Cartesian3, Math as CesiumMath } from "cesium";
// Fly to a landmark: 1500 m gives a clear view of the surrounding area
viewer.camera.flyTo({
destination: Cartesian3.fromDegrees(2.2945, 48.8584, 1500.0),
orientation: {
heading: CesiumMath.toRadians(0.0),
pitch: CesiumMath.toRadians(-35.0),
roll: 0.0,
},
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).
import { Cartesian3, Math as CesiumMath, HeadingPitchRange } 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
1500.0, // range in meters
),
);
import { Cartesian3, Math as CesiumMath, HeadingPitchRange } 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
),
);
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.
import { Matrix4 } from "cesium";
// ALWAYS release the lookAt lock when done to restore free navigation
viewer.camera.lookAtTransform(Matrix4.IDENTITY);
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.
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).
Frame the camera around a BoundingSphere. Range is auto-computed when 0.
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 (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);
Handles default mouse/touch input. Access via
viewer.scene.screenSpaceCameraController.
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).
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.
Disable 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);
});
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)}%`));
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));
}
// 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 }));
setView over flyTo with duration: 0 -- avoids tween overhead.heading/pitch/roll every frame -- each computes an
ENU transform. Cache or use direction/up vectors.changed events -- raise percentageChanged (e.g., 0.5).lookAt locks -- lookAtTransform(Matrix4.IDENTITY).maximumHeight for short flights -- prevents zooming to space.enableCollisionDetection = true.| Task | Method | Key detail |
|---|---|---|
| Jump to a city | setView | 2,000-5,000 m, pitch -50, heading 0 |
| Animate to a landmark | flyTo | 1,000-2,000 m, pitch -30 to -40, set duration |
| 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 |
| Lock on a target | lookAt | Must release with lookAtTransform(Matrix4.IDENTITY) |
| 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 |
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