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source: orxonox.OLD/branches/proxy/src/world_entities/space_ships/turbine_hover.cc @ 9652

Last change on this file since 9652 was 9652, checked in by patrick, 18 years ago

proxy server now temporarily does not open server ports (so i can test on one client). proxy server id bug fixed

File size: 18.5 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "turbine_hover.h"
20
21#include "weapons/weapon_manager.h"
22#include "weapons/test_gun.h"
23#include "weapons/turret.h"
24#include "weapons/cannon.h"
25
26#include "util/loading/factory.h"
27#include "key_mapper.h"
28#include "state.h"
29
30#include "graphics_engine.h"
31#include "dot_emitter.h"
32#include "sprite_particles.h"
33
34#include "debug.h"
35
36CREATE_FACTORY(TurbineHover, CL_TURBINE_HOVER);
37
38/**
39 *  destructs the turbine_hover, deletes alocated memory
40 */
41TurbineHover::~TurbineHover ()
42{
43  this->setPlayer(NULL);
44}
45
46/**
47 * @brief loads a TurbineHover information from a specified file.
48 * @param fileName the name of the File to load the turbine_hover from (absolute path)
49 */
50TurbineHover::TurbineHover(const std::string& fileName)
51{
52  this->init();
53  TiXmlDocument doc(fileName);
54
55  if(!doc.LoadFile())
56  {
57    PRINTF(2)("Loading file %s failed for TurbineHover.\n", fileName.c_str());
58    return;
59  }
60
61  this->loadParams(doc.RootElement());
62}
63
64/**
65 * @brief creates a new Spaceship from Xml Data
66 * @param root the xml element containing spaceship data
67
68   @todo add more parameters to load
69*/
70TurbineHover::TurbineHover(const TiXmlElement* root)
71{
72  this->init();
73  if (root != NULL)
74    this->loadParams(root);
75
76  //weapons:
77  Weapon* wpRight = new TestGun(0);
78  wpRight->setName("testGun Right");
79  Weapon* wpLeft = new TestGun(1);
80  wpLeft->setName("testGun Left");
81  //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
82
83  //  cannon->setName("BFG");
84
85  this->addWeapon(wpLeft, 1, 0);
86  this->addWeapon(wpRight,1 ,1);
87  //this->addWeapon(cannon, 0, 2);
88
89  this->getWeaponManager().changeWeaponConfig(1);
90  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
91
92  this->loadModel("models/ships/hoverglider_mainbody.obj");
93
94}
95
96
97/**
98 * @brief initializes a TurbineHover
99 */
100void TurbineHover::init()
101{
102  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
103  this->setClassID(CL_TURBINE_HOVER, "TurbineHover");
104
105  this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal | Playable::Vertical);
106
107  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
108  this->loadModel("models/ships/hoverglider_turbine.obj", 1.0f, 4);
109  this->loadModel("models/ships/hoverglider_turbine_rotors.obj", 1.0f, 5);
110
111  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
112  mouseSensitivity = 0.005;
113
114  this->rotorSpeed = 1000.0f;
115  this->rotorCycle = 0.0f;
116  this->cameraLook = 0.0f;
117  this->rotation = 0.0f;
118  this->acceleration = 10.0f;
119  this->airFriction = 2.0f;
120
121  this->setHealthMax(100);
122  this->setHealth(100);
123
124
125  // camera - issue
126  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
127  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
128  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
129  this->cameraNode.setParent(this);
130  this->cameraNode.setRelCoor(0,5,0);
131
132  // rotors
133  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
134  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
135  this->wingNodeLeft.setParent(this);
136  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
137  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
138  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
139  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
140
141  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
142  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
143  this->wingNodeRight.setParent(this);
144  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
145  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
146  this->rotorNodeRight.setParent(&this->wingNodeRight);
147  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
148
149  // PARTICLES
150  this->burstEmitter[0] = new DotEmitter(200, 5.0, .01);
151  this->burstEmitter[0]->setParent(&this->rotorNodeLeft);
152  this->burstEmitter[0]->setRelCoor(0, -0.7, 0);
153  this->burstEmitter[0]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
154  this->burstEmitter[0]->setName("TurbineHover_Burst_emitter_Left");
155
156  this->burstEmitter[1] = new DotEmitter(200, 5.0, .01);
157  this->burstEmitter[1]->setParent(&this->rotorNodeRight);
158  this->burstEmitter[1]->setRelCoor(0, -0.7, 0);
159  this->burstEmitter[1]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
160  this->burstEmitter[1]->setName("TurbineHover_Burst_emitter_Right");
161
162
163  this->burstSystem = new SpriteParticles(1000);
164  this->burstSystem->addEmitter(this->burstEmitter[0]);
165  this->burstSystem->addEmitter(this->burstEmitter[1]);
166  this->burstSystem->setName("SpaceShip_Burst_System");
167  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
168  this->burstSystem->setLifeSpan(1.0, .3);
169  this->burstSystem->setRadius(0.0, 1.5);
170  this->burstSystem->setRadius(0.05, 1.8);
171  this->burstSystem->setRadius(.5, .8);
172  this->burstSystem->setRadius(1.0, 0);
173  this->burstSystem->setColor(0.0, .7,.7,1,.5);
174  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
175  this->burstSystem->setColor(0.5, .5,.5,.8,.3);
176  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
177
178
179  //add events to the eventlist of the Playable
180  this->registerEvent(KeyMapper::PEV_FORWARD);
181  this->registerEvent(KeyMapper::PEV_BACKWARD);
182  this->registerEvent(KeyMapper::PEV_LEFT);
183  this->registerEvent(KeyMapper::PEV_RIGHT);
184  this->registerEvent(KeyMapper::PEV_UP);
185  this->registerEvent(KeyMapper::PEV_DOWN);
186  this->registerEvent(KeyMapper::PEV_FIRE1);
187  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
188  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
189  this->registerEvent(EV_MOUSE_MOTION);
190
191  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
192
193  // WEAPON_MANAGER configuration
194  this->getWeaponManager().setSlotCount(5);
195
196  this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
197  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
198
199  this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
200  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
201
202  this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003));
203  this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY);
204
205  /// TODO: THESE ARE TOO MUCH
206  this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652));
207  this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
208
209  this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652));
210  this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
211
212  this->cameraNode.setRelCoor(1,5,0);
213  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
214  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
215
216  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
217  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
218  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
219  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
220  registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) );
221  registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) );
222  registerVar( new SynchronizeableQuaternion( &direction, &direction, "direction", PERMISSION_OWNER ) );
223  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
224  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
225
226  if( State::isOnline())
227    toList( OM_PLAYERS );
228}
229
230/**
231 * @brief loads the Settings of a TurbineHover from an XML-element.
232 * @param root the XML-element to load the Spaceship's properties from
233 */
234void TurbineHover::loadParams(const TiXmlElement* root)
235{
236  Playable::loadParams(root);
237}
238
239
240void TurbineHover::setBoostColor(const Color& color)
241{
242  this->burstSystem->setColor(0.0, color);
243  this->burstSystem->setColor(0.2, color * 0.6);
244  this->burstSystem->setColor(0.5, color * .3 + Color(0.5, 0.5, 0.8, 0.3));
245  this->burstSystem->setColor(1.0, 0.8, 0.8, 0.8, 0.0);
246
247  printf(":::::::::::::::::::::::\n");
248  this->burstSystem->debug();
249}
250
251void TurbineHover::setPlayDirection(const Quaternion& rot, float speed)
252{
253  this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
254}
255
256void TurbineHover::enter()
257{
258  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
259
260  if (State::getCameraNode != NULL)
261  {
262    State::getCameraNode()->setParentSoft(&this->cameraNode);
263    State::getCameraNode()->setRelCoorSoft(-10, 0,0);
264    State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
265  }
266}
267
268void TurbineHover::leave()
269{
270  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
271  this->detachCamera();
272
273}
274
275void TurbineHover::setTeam(int teamID)
276{
277  printf("::::::::::::::::: TEAM ::: %d\n", teamID);
278  if (teamID == 0)
279  {
280    this->setBoostColor(Color::blue);
281  }
282  else if (teamID == 1)
283  {
284    this->setBoostColor(Color::red);
285  }
286
287  ///HACK this is very much hard coded.set the owner of the weapons
288  this->getWeaponManager().getWeapon(0)->setOwner(this->getOwner());
289  this->getWeaponManager().getWeapon(1)->setOwner(this->getOwner());
290
291  //choose collision list
292  if( State::isOnline())
293  {
294    if( teamID == 0)
295      toList( OM_GROUP_00 );
296    else if(teamID == 1)
297      toList( OM_GROUP_01);
298  }
299
300
301  // set the local team id, very important
302  this->setTeamId(teamID);
303}
304
305
306
307/**
308 * @brief effect that occurs after the TurbineHover is spawned
309*/
310void TurbineHover::postSpawn ()
311{
312  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
313}
314
315/**
316 * @brief the action occuring if the turbine_hover left the game
317*/
318void TurbineHover::leftWorld ()
319{}
320
321/**
322 * @brief this function is called, when two entities collide
323 * @param entity: the world entity with whom it collides
324 *
325 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
326 */
327void TurbineHover::collidesWith(WorldEntity* entity, const Vector& location)
328{
329  Playable::collidesWith(entity, location);
330}
331
332
333
334/**
335 * @brief the function called for each passing timeSnap
336 * @param time The timespan passed since last update
337*/
338void TurbineHover::tick (float dt)
339{
340  //  this->debugNode(1);
341  Playable::tick(dt);
342
343  // spaceship controlled movement
344
345  // TRYING TO FIX PNode.
346  //this->cameraNode.setRelCoor(Vector(0.0f, 5.0f, 0.0f));//, 30.0f);
347  //this->cameraNode.setRelDir(Quaternion(this->smoothRotator  *10.0, Vector(0,1,0)));
348
349  this->movement(dt);
350  this->rotorCycle += this->rotorSpeed * dt;
351}
352
353
354#include "shared_network_data.h"
355
356/**
357 * @brief calculate the velocity
358 * @param time the timeslice since the last frame
359*/
360void TurbineHover::movement (float dt)
361{
362  Vector accel(0.0, 0.0, 0.0);
363
364  if( this->bForward )
365  {
366    accel += Vector(this->acceleration, 0, 0);
367  }
368
369  if( this->bBackward )
370  {
371    accel -= Vector(this->acceleration, 0, 0);
372  }
373  if( this->bLeft)
374  {
375    accel -= Vector(0, 0, this->acceleration);
376  }
377
378  if( this->bRight)
379  {
380    accel += Vector(0, 0, this->acceleration);
381  }
382
383  if (this->bAscend )
384  {
385    accel += Vector(0, this->acceleration, 0);
386  }
387  if (this->bDescend )
388  {
389    accel -= Vector(0, this->acceleration, 0);
390  }
391
392  switch(this->getPlaymode())
393  {
394    case Playable::Full3D:
395      {
396        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
397
398        // this is the air friction (necessary for a smooth control)
399        Vector damping = (this->velocity * this->airFriction);
400
401
402        this->velocity += (accelerationDir - damping)* dt;
403        //if (this->getOwner() != SharedNetworkData::getInstance()->getHostID())
404          this->shiftCoor (this->velocity * dt);
405
406        // limit the maximum rotation speed.
407        if (this->rotation != 0.0f)
408        {
409          float maxRot = 10.0 * dt;
410          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
411          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
412          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
413
414          this->rotation = 0.0f;
415        }
416
417        //if (this->getOwner() != SharedNetworkData::getInstance()->getHostID())
418          this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
419
420        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
421        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
422
423        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
424        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
425      }
426      break;
427
428    case Playable::Horizontal:
429      {
430        accel.y = 0.0;
431        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
432        accelerationDir.y = 0.0;
433
434        // this is the air friction (necessary for a smooth control)
435        Vector damping = (this->velocity * this->airFriction);
436
437
438        this->velocity += (accelerationDir - damping)* dt;
439        this->shiftCoor (this->velocity * dt);
440
441        // limit the maximum rotation speed.
442        if (this->rotation != 0.0f)
443        {
444          float maxRot = 10.0 * dt;
445          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
446          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
447          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
448
449          this->rotation = 0.0f;
450        }
451
452        this->setRelDirSoft(this->direction, 5);
453
454        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
455        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation, Vector(0,0,1)), 5);
456
457        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
458        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation, Vector(0,0,1)), 5);
459      }
460      break;
461
462    case Playable::Vertical:
463      {
464        accel.z = 0;
465        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
466        accelerationDir.z=0;
467
468        // this is the air friction (necessary for a smooth control)
469        Vector damping = (this->velocity * this->airFriction);
470
471        this->velocity += (accelerationDir - damping)* dt;
472        this->shiftCoor (this->velocity * dt);
473
474        this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
475
476        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
477        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
478
479        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
480        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
481      }
482      break;
483    default:
484      PRINTF(2)("Playmode %s Not Implemented\n", Playable::playmodeToString(this->getPlaymode()).c_str());
485  }
486}
487
488
489void TurbineHover::draw() const
490{
491  Vector tmpRot;
492  WorldEntity::draw();
493
494  glPushMatrix();
495  /// LEFT SIDE
496  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
497                this->wingNodeLeft.getAbsCoor ().y,
498                this->wingNodeLeft.getAbsCoor ().z);
499  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
500  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
501  this->getModel(3)->draw();
502  glPopMatrix ();
503
504  glPushMatrix();
505  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
506                this->rotorNodeLeft.getAbsCoor ().y,
507                this->rotorNodeLeft.getAbsCoor ().z);
508  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
509  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
510  this->getModel(4)->draw();
511  glRotatef(this->rotorCycle, 0,1,0);
512  this->getModel(5)->draw();
513  glPopMatrix ();
514
515  /// RIGHT SIDE
516  glPushMatrix();
517  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
518                this->wingNodeRight.getAbsCoor ().y,
519                this->wingNodeRight.getAbsCoor ().z);
520  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
521  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
522  glScalef(1,1,-1);
523  this->getModel(3)->draw();
524  glPopMatrix ();
525
526  glPushMatrix();
527  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
528                this->rotorNodeRight.getAbsCoor ().y,
529                this->rotorNodeRight.getAbsCoor ().z);
530  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
531  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
532  glScalef(1,1,-1);
533  this->getModel(4)->draw();
534  glRotatef(this->rotorCycle, 0,1,0);
535  this->getModel(5)->draw();
536  glPopMatrix ();
537}
538
539/**
540 * @todo switch statement ??
541 */
542void TurbineHover::process(const Event &event)
543{
544  Playable::process(event);
545
546  if( event.type == KeyMapper::PEV_LEFT)
547    this->bLeft = event.bPressed;
548  else if( event.type == KeyMapper::PEV_RIGHT)
549    this->bRight = event.bPressed;
550  else if( event.type == KeyMapper::PEV_UP)
551    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
552  else if( event.type == KeyMapper::PEV_DOWN)
553    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
554  else if( event.type == KeyMapper::PEV_FORWARD)
555    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
556  else if( event.type == KeyMapper::PEV_BACKWARD)
557    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
558  else if( event.type == EV_MOUSE_MOTION)
559  {
560    float xMouse, yMouse;
561    xMouse = event.xRel*mouseSensitivity;
562    yMouse = event.yRel*mouseSensitivity;
563
564    // rotate the Player around the y-axis
565    this->rotation += xMouse;
566
567    this->cameraLook += yMouse;
568    // rotate the Camera around the z-axis
569    if (cameraLook > M_PI_4)
570      cameraLook = M_PI_4;
571    else if (cameraLook < -M_PI_4)
572      cameraLook = -M_PI_4;
573    //this->cameraNode.setRelDirSoft(this->direction,10);
574  }
575}
576
577
578/**
579 *  respawning function called by the GameRules
580 */
581void TurbineHover::respawn( )
582{
583
584  Playable::respawn();
585}
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