+Camera &Camera::TopDown(const creature::Creature &c, double distance, double roll) {
+ const creature::Situation &s = c.GetSituation();
+ if (s.OnSurface()) {
+ int srf = s.Surface();
+ glm::vec3 pos(s.Position() + (world::Planet::SurfaceNormal(srf) * distance));
+ Reference(s.GetPlanet());
+ return MapView(srf, pos, roll);
+ } else {
+ glm::vec3 pos(s.Position());
+ pos += glm::normalize(pos) * float(distance);
+ return Orbital(pos);
+ }
+}
+
+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;
+ int srf = s.Surface();
+ up = world::Planet::SurfaceNormal(srf);
+ dir =
+ world::Planet::SurfaceOrientation(srf)
+ * 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;
+}
+