viewMatrix = {
if (!predictions)
return "Predictions not found!";
const center = objectDims.center;
const distance = options.eyeDistance * objectDims.radius;
const viewDirection = glMatrix.vec3.transformMat4([],[0,0,distance],rotationMatrix);
const eye = [center[0]+viewDirection[0],center[1]+viewDirection[1],center[2]+viewDirection[2]];
return glMatrix.mat4.lookAt([], eye, objectDims.center, glMatrix.vec3.rotateZ([],[0,1,0],[0,0,0],0));
}