+void CameraController::top_down()
+{
+ const GL::Vector3 &look = camera.get_look_direction();
+ float xy_len = sqrt(look.x*look.x+look.y*look.y);
+ set_look_direction(GL::Vector3(look.x*0.01/xy_len, look.y*0.01/xy_len, -0.99995));
+}
+
+void CameraController::set_look_direction(const GL::Vector3 &look)
+{
+ GL::Vector3 focus = get_focus();
+ float dist = get_distance();
+ camera.set_look_direction(look);
+ camera.set_position(GL::Vector3(focus.x-look.x*dist, focus.y-look.y*dist, focus.z-look.z*dist));
+}
+
+void CameraController::view_all()
+{
+ view.view_all();
+}
+
+void CameraController::move(float x, float y)
+{
+ const GL::Vector3 &pos = camera.get_position();
+ const GL::Vector3 &look = camera.get_look_direction();
+ float xy_len = sqrt(look.x*look.x+look.y*look.y);
+ float dx = (look.x*y+look.y*x)/xy_len;
+ float dy = (look.y*y-look.x*x)/xy_len;
+ camera.set_position(GL::Vector3(pos.x+dx, pos.y+dy, pos.z));
+}
+
+void CameraController::adjust_distance(float delta)