You can constrain the user navigation on the map by using one of these constraints:

  • Above terrain or mesh: always keeps the camera at a configurable minimum altitude above the terrain or mesh. This constraint has an effect on a 3D map only. By default, the above-terrain constraint is active, and the above-mesh constraint isn’t.

  • Bounds constraint: always keeps the map within the configured bounds. This constraint has an effect on a 2D map only. By default, there is no bounds constraint.

  • Scale constraint: keeps the map within a defined minimum and maximum scale range. This constraint has an effect on a 2D map only. By default, there is no scale constraint.

MapNavigatorConstraints allows you to configure the constraints. You can set them through the constraints property of MapNavigator.

The constraints only apply when you aren’t manipulating the map camera directly. See

Program: Changing the constraints of the main camera
  const boundsRef = getReference("EPSG:4326");
  const bounds = createBounds(boundsRef, [-180, 360, -90, 180]);

  map.mapNavigator.constraints = {
    above: {
      terrain: true,
      mesh: false,
      minAltitude: 10

    limitBounds: {
      bounds: bounds,
      padding: {
        top: 1,
        bottom: 1,
        left: 5,
        right: 5

    scale: {
      minScale: 2e-8,
      maxScale: 2e-4
Figure 1. When the bounds constraint is active, a glow appears at the limit of the constraint to signal that the user can’t pan any further.

When you have set both a scale and a bounds constraint, the two constraints may conflict. For example, you set the 'maxScale' constraint to a country level scale, while you set the bounds constraint to the bounds of a city. In such a case, LuciadRIA respect the bounds constraint, and not the maxScale constraint. To prevent such inconsistencies, use either the bounds constraint or the scale constraint to restrict the zooming behavior of the map.

WebGL 2D maps also support map navigation constraints. If you set the bounds constraint, you can’t rotate the map.

On a 3D map, bounds and scale constraints are ignored.