     @gui.updateRadius()
     @sceneController.setWaypoint()
 
-  setActiveNode : (nodeId) =>
+  setActiveNode : (nodeId, centered) =>
     @model.Route.setActiveNode(nodeId)
-    #### isn't centered anymore, was distracting in the viewports, wrote a mail to kevin to ask for his favourite behaviour
-    #@flycam.setGlobalPos(@model.Route.getActiveNodePos())
+    if centered
+      @flycam.setGlobalPos(@model.Route.getActiveNodePos())
     @flycam.hasChanged = true
     @gui.update()
     @sceneController.skeleton.setActiveNode()

        @model.Route.putBranch()
      "j" : => @model.Route.popBranch().done(
        (id) => 
          @setActiveNode(id)
        )

      #Zoom in/out

      intersectsCoord = [intersects[0].point.x, intersects[0].point.y, intersects[0].point.z]
      globalPos = @flycam.getGlobalPos()

      # make sure you can't click nodes, that are clipped away (one can't see)
      ind = @flycam.getIndices(plane)
      if plane == VIEW_3D or (Math.abs(globalPos[ind[2]] - intersectsCoord[ind[2]]) < @cameraController.getRouteClippingDistance())
      # intersects[0].object.material.color.setHex(Math.random() * 0xffffff)
        vertex = intersects[0].object.geometry.vertices[intersects[0].vertex]
      # set the active Node to the one that has the ID stored in the vertex
      # center the node if click was in 3d-view
        centered = plane == VIEW_3D
        @setActiveNode(vertex.nodeId, centered)

  ########### Model Interaction

