No, but I can give you two functions that I've written that do the same sort of thing as the two 'point' commands:
function CALC_AngleX(x#,y#,z#)
ax#=wrapvalue(0-atan(y#/sqrt((x#^2)+(z#^2))))
endfunction ax#
function CALC_AngleY(x#,z#)
ay#=wrapvalue(atanfull(x#,z#))
endfunction ay#
I wrote these so I could do 3D-space calculations without needing to change the angles of an object. To run them, you need to send them the point you want them to look at, minus the point that you're looking from. To get the camera to look at a certain point, this is what you'd type, assuming you're looking at point x#,y#,z#:
rotate camera CALC_AngleX(x#-camera position x(), y#-camera position y(), z#-camera position z()), CALC_AngleY(x#-camera position x(),z#-camera position z()), 0
You could probably tidy the functions up and even create a true copy of the
point camera command, but I never intended them to be used like that, which is why they're as they are. Anyway, hope this is some help!
"I am a living, thinking entity who was created in the sea of information."