- LookAt

distance: number

The distance between `ref`

and the camera's position.
The distance is defined in the unit of the world reference. For a geocentric reference, this unit is usually
1 meter.

pitch: number

The angle with respect to the horizon (aka "tilt"). A value of 0 points the camera towards the horizon (i.e. horizontally). -90 points the camera straight down towards the ground and +90 points the camera straight up, towards the sky.

The point that the camera is looking at. The coordinates are defined in the camera's worldReference.

roll: number

A rotation around the camera's forward direction (aka "bank"). Negative angles bank the view left; positive angles bank the view right.

yaw: number

The angle with respect to the north direction (aka "heading"). A value of 0 points the camera towards the North pole. The angle increases in clockwise direction (90 points east).

A LookAt represents the position of a camera. This allows you to reason about the camera in terms of a point that the camera is looking at, together with a yaw (angle from north direction), pitch (angle wrt. horizon) and roll.

These properties also have meaning in a 3D cartesian reference, even though such a reference is not georeferenced: The xy-plane takes on the role of the (local) Earth ground plane and the z axis points up.

A LookAt is defined by the following properties:

ref: The point that the camera is looking at, in the camera's worldReference.distance: The distance between`ref`

and the camera's positionyaw: The angle wrt. the north direction (aka. "heading"). A value of 0 points the camera towards the North pole. The angle increases in clockwise direction. For 3D cartesian references, the y-direction serves as the north direction.pitch: The angle wrt. the horizon (aka. "tilt"). A value of 0 points the camera towards the horizon (i.e. horizontally). -90 points the camera straight down towards the ground and +90 points the camera straight up, towards the sky. For 3D cartesian references, -90 points the camera in the negative z direction and +90 points it in the positive z direction.roll: A rotation around the camera's forward direction (aka "bank"). Negative angles bank the view left; positive angles bank the view right.