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This is JavaAPIforKMml, Micromata's library for use with applications that want to parse, generate and operate on KML. It is an implementation of the OGC KML 2.2 standard. It is written entirely in Java and makes heavy use of JAXB.
* Camera can also contain a TimePrimitive ({@code } or {@code }). Time
* values in Camera affect historical imagery, sunlight, and the display of time-stamped
* features. For more information, read Time with AbstractViews in the Time and Animation
* chapter of the Developer's Guide.
*
*
* Camera provides full six-degrees-of-freedom control over the view, so you can
* position the Camera in space and then rotate it around the X, Y, and Z axes. Most
* importantly, you can tilt the camera view so that you're looking above the horizon
* into the sky.
*
*
* Defines the virtual camera that views the scene. This element defines the position
* of the camera relative to the Earth's surface as well as the viewing direction of
* the camera. The camera position is defined by {@code }, {@code }, {@code },
* and either {@code } or {@code }. The viewing direction of the camera
* is defined by {@code }, {@code }, and {@code }. Camera can be a child element of
* any Feature or of {@code }. A parent element cannot contain both a Camera
* and a LookAt at the same time.
*
*
* Defining a View
*
*
* The X axis points toward the right of the camera and is called the right vector.
* The Y axis defines the "up" direction relative to the screen and is called the up
* vector. The Z axis points from the center of the screen toward the eye point. The
* camera looks down the −Z axis, which is called the view vector.
*
*
* The following diagram shows the X, Y, and Z axes, which are attached to the virtual
* camera.
*
*
* Within a Feature or {@code }, use either a Camera or a LookAt object
* (but not both in the same object). The Camera object defines the viewpoint in
* terms of the viewer's position and orientation. The Camera object allows you to
* specify a view that is not on the Earth's surface. The LookAt object defines the
* viewpoint in terms of what is being viewed. The LookAt object is more limited
* in scope than Camera and generally requires that the view direction intersect
* the Earth's surface.
*
*
* Syntax:
*
<Camera id="ID">
* <!-- inherited from AbstractView element -->
* <TimePrimitive>...</TimePrimitive> <!-- gx:TimeSpan or gx:TimeStamp -->
*
* <!-- specific to Camera -->
* <longitude>0</longitude> <!-- kml:angle180 -->
* <latitude>0</latitude> <!-- kml:angle90 -->
* <altitude>0</altitude> <!-- double -->
* <heading>0</heading> <!-- kml:angle360 -->
* <tilt>0</tilt> <!-- kml:anglepos180 -->
* <roll>0</roll> <!-- kml:angle180 -->
* <altitudeMode>clampToGround</altitudeMode>
* <!-- kml:altitudeModeEnum: relativeToGround, clampToGround, or absolute -->
* <!-- or, gx:altitudeMode can be substituted: clampToSeaFloor, relativeToSeaFloor -->
* </Camera>
* Longitude of the point the camera is looking at. Angular distance in degrees, relative
* to the Prime Meridian. Values west of the Meridian range from −180 to 0 degrees.
* Values east of the Meridian range from 0 to 180 degrees.
*
*
* Longitude of the virtual camera (eye point). Angular distance in degrees, relative
* to the Prime Meridian. Values west of the Meridian range from −180 to 0 degrees.
* Values east of the Meridian range from 0 to 180 degrees.
*
* Direction (azimuth) of the camera, in degrees. Default=0 (true North). (See diagram.)
* Values range from 0 to 360 degrees.
*
*
* Direction (that is, North, South, East, West), in degrees. Default=0 (North). (See
* diagram below.) Values range from 0 to 360 degrees.
*
*
* Direction (that is, North, South, East, West), in degrees. Default=0 (North). (See
* diagram.) Values range from 0 to 360 degrees.
*
*
* Rotation about the z axis (normal to the Earth's surface). A value of 0 (the default)
* equals North. A positive rotation is clockwise around the z axis and specified in
* degrees from 0 to 360.
*
* Angle between the direction of the LookAt position and the normal to the surface
* of the earth. (See diagram below.) Values range from 0 to 90 degrees. Values for
* {@code } cannot be negative. A {@code } value of 0 degrees indicates viewing from directly
* above. A {@code } value of 90 degrees indicates viewing along the horizon.
*
*
* Rotation about the x axis. A positive rotation is clockwise around the x axis and
* specified in degrees from 0 to 360.
*
*
* Rotation, in degrees, of the camera around the X axis. A value of 0 indicates that
* the view is aimed straight down toward the earth (the most common case). A value
* for 90 for {@code } indicates that the view is aimed toward the horizon. Values greater
* than 90 indicate that the view is pointed up into the sky. Values for {@code } are
* clamped at +180 degrees.
*
* {@code } Rotation about the z axis (normal to the Earth's surface). A value of
* 0 (the default) equals North. A positive rotation is clockwise around the z axis
* and specified in degrees from 0 to 360. {@code } Rotation about the x axis. A positive
* rotation is clockwise around the x axis and specified in degrees from 0 to 360.
* {@code } Rotation about the y axis. A positive rotation is clockwise around the y
* axis and specified in degrees from 0 to 360. This diagram illustrates the typical
* orientation of a model's axes:
*
*
* Rotation about the y axis. A positive rotation is clockwise around the y axis and
* specified in degrees from 0 to 360.
*
*
* Rotation, in degrees, of the camera around the Z axis. Values range from −180 to
* +180 degrees.
*
*
* This diagram illustrates the typical orientation of a model's axes:
*