I am trying to implement smooth 3D camera in my game. So, I have a few reserved positions and directions and I want to change view of my camera by applying them to my camera. Now I am doing it like below:

```
//Reserved positions and directions
//View #1
Vector3 pos1 = new Vector3(0, 5, -10);
Vector3 dir1 = new Vector3(0, 0, 10);
//View #2
Vector3 pos2 = new Vector3(5, 2, 5);
Vector3 dir2 = new Vector3(-2, 2, 7);
//Applying view #2
camera.position.set(pos2);
camera.lookAt(dir2);
```

It works, but I need to do it smoothly. I've seen a similar question for 2D camera, but it doesn't appropriate for me, because orthographic camera doesn't need direction and Z-axis.

**UPDATE:**

I tried to use method which is described for 2D camera. So, positioning works as needed, but I can't say the same about direction. Behaviour of direction is wrong. It rotates camera on Z-axis. Seems to me I have to update `Up`

vector too.

```
float lerp = 0.01f;
Vector3 position = camera.position;
position.x += (pos2.x - position.x) * lerp;
position.y += (pos2.y - position.y) * lerp;
position.z += (pos2.z - position.z) * lerp;
Vector3 direction = camera.direction;
direction.x += (dir2.x - direction.x) * lerp;
direction.y += (dir2.y - direction.y) * lerp;
direction.z += (dir2.z - direction.z) * lerp;
//CODE FROM LIBGDX'S CAMERA
//LookAt function
/*
tmpVec.set(x, y, z).sub(position).nor();
if (!tmpVec.isZero()) {
float dot = tmpVec.dot(up); // up and direction must ALWAYS be orthonormal vectors
if (Math.abs(dot - 1) < 0.000000001f) {
// Collinear
up.set(direction).scl(-1);
} else if (Math.abs(dot + 1) < 0.000000001f) {
// Collinear opposite
up.set(direction);
}
direction.set(tmpVec);
normalizeUp();
}
*/
```

What is the correct way to set direction?