- /// look at center, position relative to orbital reference plane for children
- Camera &Orbital(const glm::vec3 &pos) noexcept;
- /// look at creature from the side, angle in euler (ZXY in surface reference plane)
- Camera &Radial(const creature::Creature &, double distance, const glm::dvec3 &angle);
+ Camera &LookAt(const glm::vec3 &pos, const glm::vec3 &tgt, const glm::vec3 &up) noexcept;
+
+ /// track orientation of reference body
+ void TrackOrientation(bool b = true) noexcept { track_orient = b; }