Camera
Creates a camera with the specified latitude, longitude, altitude, heading, pitch, and roll. The Camera's spatial reference will be WGS84.
Since
200.1.0
Parameters
The latitude of the camera position in degrees.
The longitude of the camera position in degrees.
The altitude of the camera position in meters. If the altitude is below the ArcGISScene.baseSurface and the Surface.navigationConstraint is set to NavigationConstraint.StayAbove, the camera will be located at the Surface. Note: that the default is NavigationConstraint.StayAbove.
The angle around the z-axis at which the camera is rotated. The angle is clockwise from north in the East, North, Up (ENU) ground reference frame. The value is between 0 and 360, where 0 is looking North and 90 is looking East. Values are wrapped modulo 360 (for example, 370 becomes 10).
The angle around the x-axis at which the camera is rotated in the East, North, Up (ENU) ground reference frame. The value is between 0 and 180, where 0 is looking straight down, 90 is looking towards the horizon, and 180 is looking straight up. Pitch values are clamped to this range: a negative value defaults to 0 and a value greater than 180 defaults to 180. If the behavior of a negative pitch is required, then the corresponding transformation with positive pitch can be set instead. For example, if heading:0 pitch:-20 roll:0 is required then heading:180 pitch:20 roll:180 can be used instead.
The angle around the y-axis (the direction of sight) at which the camera is rotated in the East, North, Up (ENU) ground reference frame. Positive values rotate counterclockwise in view space (for example, when looking north, 90 means the top of the screen points west). The value is between 0 and 360, where 0 is horizontal and 180 is upside down. Values are wrapped modulo 360 (for example, 370 becomes 10).
Throws
if NAN values are used for location or angular inputs.
Creates a camera with the specified location, heading, pitch, and roll. The camera's spatial reference is derived from the locationPoint.
Since
200.1.0
Parameters
A point geometry defining the 3D location at which to place the camera. If the point has a spatial reference, the camera will adopt it. Otherwise, a spatial reference of WGS84 is assumed. If the point's z value is below the ArcGISScene.baseSurface and the Surface.navigationConstraint is set to NavigationConstraint.StayAbove, the camera will be positioned at the Surface. Note that the default is NavigationConstraint.StayAbove.
The angle around the z-axis at which the camera is rotated. The angle is clockwise from north in the East, North, Up (ENU) ground reference frame. The value is between 0 and 360, where 0 is looking North and 90 is looking East. Values are wrapped modulo 360 (for example, 370 becomes 10).
The angle around the x-axis at which the camera is rotated in the East, North, Up (ENU) ground reference frame. The value is between 0 and 180, where 0 is looking straight down, 90 is looking towards the horizon, and 180 is looking straight up. Pitch values are clamped to this range: a negative value defaults to 0 and a value greater than 180 defaults to 180. If the behavior of a negative pitch is required, then the corresponding transformation with positive pitch can be set instead. For example, if heading:0 pitch:-20 roll:0 is required then heading:180 pitch:20 roll:180 can be used instead.
The angle around the y-axis (the direction of sight) at which the camera is rotated in the East, North, Up (ENU) ground reference frame. Positive values rotate counterclockwise in view space (for example, when looking north, 90 means the top of the screen points west). The value is between 0 and 360, where 0 is horizontal and 180 is upside down. Values are wrapped modulo 360 (for example, 370 becomes 10).
Throws
if NAN values are used for location or angular inputs.
Creates a camera based on a point to look at, the distance to this point, heading, pitch, and roll. The camera's spatial reference is derived from the lookAtPoint. Note: the given values may mean that the point is not visible on screen. You can check its visibility using SceneView.locationToScreen.
Since
200.1.0
Parameters
The point in space the camera will be pointing at. If the point has a spatial reference, the camera will adopt it. Otherwise, a spatial reference of WGS84 is assumed.
The distance in meters between the lookAtPoint and the camera location.
The angle around the z-axis at which the camera is rotated. The angle is clockwise from north in the East, North, Up (ENU) ground reference frame. The value is between 0 and 360, where 0 is looking North and 90 is looking East. Values are wrapped modulo 360 (for example, 370 becomes 10).
The angle around the x-axis at which the camera is rotated in the East, North, Up (ENU) ground reference frame. The value is between 0 and 180, where 0 is looking straight down, 90 is looking towards the horizon, and 180 is looking straight up. Pitch values are clamped to this range: a negative value defaults to 0 and a value greater than 180 defaults to 180. If the behavior of a negative pitch is required, then the corresponding transformation with positive pitch can be set instead. For example, if heading:0 pitch:-20 roll:0 is required then heading:180 pitch:20 roll:180 can be used instead.
The angle around the y-axis (the direction of sight) at which the camera is rotated in the East, North, Up (ENU) ground reference frame. Positive values rotate counterclockwise in view space (for example, when looking north, 90 means the top of the screen points west). The value is between 0 and 360, where 0 is horizontal and 180 is upside down. Values are wrapped modulo 360 (for example, 370 becomes 10).
Throws
if NAN values are used for location or angular inputs.
Creates a camera from a transformation matrix whose pose is already expressed in the scene's world coordinate frame. This constructor assumes the input matrix already encodes a world-space camera pose. No additional origin mapping (for example, room-to-world anchoring) or translation scaling is applied by this constructor.
Use this constructor when your pose source already matches the scene's coordinate frame and distance scale. If your source pose is in a local frame (for example, ARKit/ARCore device or room coordinates), first resolve that local frame to world coordinates and apply any required translation scaling before creating the Camera.
Since
200.1.0
Parameters
The TransformationMatrix used to create the camera. The TransformationMatrix describes the camera's location and the direction it is looking.
Throws
The X, Y, and Z translations must not be zero.