 
     cameraLookAtNode.worldPosition = cameraNode.worldPosition + dir * dist;
     cameraNode.worldPosition = oldPos;
+}
+
+void CameraZoom(float zoom)
+{
+    cameraSmoothInterpolate.Stop();
+
+    camera.zoom = Clamp(zoom, .1, 30);
 }
 
 void HandleStandardUserInput(float timeStep)

        else
        {
            float zoom = camera.zoom + input.mouseMoveWheel * speedMultiplier * factor;
            camera.zoom = Clamp(zoom, .1, 30);
        }
    }



void CameraRotateAroundCenter(Quaternion rot)
{
    cameraSmoothInterpolate.Stop();

    cameraNode.rotation = rot;
    
    Vector3 oldPos = cameraNode.worldPosition;
