+Camera &Camera::Reference(const world::Body &r) noexcept {
+ ref = &r;
+ return *this;
+}
+
+Camera &Camera::Orbital(const glm::vec3 &pos) noexcept {
+ track_orient = false;
+ view = glm::lookAt(pos, glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
+ return *this;
+}
+
+Camera &Camera::Radial(const creature::Creature &c, double distance, const glm::dvec3 &angle) {
+ const creature::Situation &s = c.GetSituation();
+ glm::dvec3 pos(s.Position());
+ glm::dvec3 up(0.0);
+ glm::dvec3 dir(0.0, 0.0, -distance);
+ if (s.OnSurface()) {
+ Reference(s.GetPlanet());
+ track_orient = true;
+ up = s.GetPlanet().NormalAt(s.Position());
+ glm::dvec3 ref(normalize(cross(up, glm::dvec3(up.z, up.x, up.y))));
+ dir =
+ glm::dmat3(ref, up, cross(ref, up))
+ * glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x))
+ * dir;
+ } else {
+ up.y = 1.0;
+ dir = glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x)) * dir;
+ }
+ pos += up * (c.Size() * 0.5);
+ up = glm::rotate(up, angle.z, glm::normalize(-dir));
+ view = glm::lookAt(pos - dir, pos, up);
+ return *this;
+}
+
+glm::mat4 Camera::Model(const world::Body &b) const noexcept {
+ if (&b == ref) {
+ return track_orient ? glm::mat4(1.0f) : glm::mat4(ref->LocalTransform());
+ } else if (b.HasParent() && &b.Parent() == ref) {
+ return track_orient
+ ? ref->InverseTransform() * b.FromParent() * b.LocalTransform()
+ : b.FromParent() * b.LocalTransform();
+ } else if (ref->HasParent() && &ref->Parent() == &b) {
+ return track_orient
+ ? ref->InverseTransform() * ref->ToParent() * b.LocalTransform()
+ : ref->ToParent() * b.LocalTransform();
+ } else {
+ return track_orient
+ ? ref->InverseTransform() * ref->ToUniverse() * b.FromUniverse() * b.LocalTransform()
+ : ref->ToUniverse() * b.FromUniverse() * b.LocalTransform();
+ }