[6443] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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[6947] | 12 | main-programmer: Benjamin Knecht |
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[6443] | 13 | co-programmer: ... |
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| 14 | |
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| 15 | */ |
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| 16 | |
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 18 | |
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| 19 | #include "helicopter.h" |
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| 20 | |
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| 21 | #include "weapons/weapon_manager.h" |
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| 22 | #include "weapons/test_gun.h" |
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| 23 | #include "weapons/turret.h" |
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| 24 | #include "weapons/cannon.h" |
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| 25 | |
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| 26 | #include "factory.h" |
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| 27 | #include "key_mapper.h" |
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| 28 | #include "event_handler.h" |
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| 29 | #include "state.h" |
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| 30 | |
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| 31 | #include "graphics_engine.h" |
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| 32 | |
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| 33 | using namespace std; |
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| 34 | |
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| 35 | CREATE_FACTORY(Helicopter, CL_HELICOPTER); |
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| 36 | |
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| 37 | /** |
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[6724] | 38 | * creates the controlable Helicopter |
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[6443] | 39 | */ |
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| 40 | Helicopter::Helicopter() |
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| 41 | { |
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| 42 | this->init(); |
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| 43 | } |
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| 44 | |
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| 45 | /** |
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[6724] | 46 | * destructs the helicopter, deletes alocated memory |
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[6443] | 47 | */ |
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| 48 | Helicopter::~Helicopter () |
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| 49 | { |
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[6986] | 50 | this->setPlayer(NULL); |
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[6443] | 51 | } |
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| 52 | |
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| 53 | /** |
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[6724] | 54 | * loads a Helicopter information from a specified file. |
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| 55 | * @param fileName the name of the File to load the helicopter from (absolute path) |
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[6443] | 56 | */ |
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| 57 | Helicopter::Helicopter(const char* fileName) |
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| 58 | { |
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| 59 | this->init(); |
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| 60 | TiXmlDocument doc(fileName); |
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| 61 | |
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| 62 | if(!doc.LoadFile()) |
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| 63 | { |
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| 64 | PRINTF(2)("Loading file %s failed for Helicopter.\n", fileName); |
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| 65 | return; |
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| 66 | } |
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| 67 | |
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| 68 | this->loadParams(doc.RootElement()); |
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| 69 | } |
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| 70 | |
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| 71 | /** |
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| 72 | * creates a new Spaceship from Xml Data |
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| 73 | * @param root the xml element containing spaceship data |
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| 74 | |
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| 75 | @todo add more parameters to load |
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| 76 | */ |
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| 77 | Helicopter::Helicopter(const TiXmlElement* root) |
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| 78 | { |
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| 79 | this->init(); |
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| 80 | if (root != NULL) |
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| 81 | this->loadParams(root); |
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| 82 | |
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| 83 | //weapons: |
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| 84 | Weapon* wpRight = new TestGun(0); |
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| 85 | wpRight->setName("testGun Right"); |
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| 86 | Weapon* wpLeft = new TestGun(1); |
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| 87 | wpLeft->setName("testGun Left"); |
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| 88 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON)); |
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| 89 | |
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| 90 | cannon->setName("BFG"); |
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| 91 | |
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| 92 | this->addWeapon(wpLeft, 1, 0); |
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| 93 | this->addWeapon(wpRight,1 ,1); |
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| 94 | this->addWeapon(cannon, 0, 6); |
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| 95 | |
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| 96 | this->getWeaponManager()->changeWeaponConfig(1); |
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| 97 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); |
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| 98 | } |
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| 99 | |
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| 100 | |
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| 101 | /** |
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| 102 | * initializes a Helicopter |
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| 103 | */ |
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| 104 | void Helicopter::init() |
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| 105 | { |
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| 106 | this->setClassID(CL_HELICOPTER, "Helicopter"); |
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| 107 | |
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[6724] | 108 | PRINTF(4)("HELICOPTER INIT\n"); |
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[6443] | 109 | |
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| 110 | this->loadModel("models/ships/helicopter_#.obj", 1.0); |
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| 111 | |
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| 112 | EventHandler::getInstance()->grabEvents(true); |
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| 113 | |
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| 114 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; |
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| 115 | bFire = false; |
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| 116 | xMouse = yMouse = 0; |
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[6637] | 117 | mouseSensitivity = 0.05; |
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[6724] | 118 | controlVelocityX = 100; |
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| 119 | controlVelocityY = 100; |
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[6443] | 120 | |
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[6804] | 121 | |
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[6947] | 122 | // initialization of cameraNode |
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[6724] | 123 | this->cameraNode.setParent(this); |
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| 124 | this->cameraNode.setParentMode(PNODE_ALL); |
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[6947] | 125 | this->cameraNode.setRelCoor(Vector(0,1,0)); |
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[6986] | 126 | |
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[6724] | 127 | // rotors |
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| 128 | this->topRotor.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 129 | this->tailRotor.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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[6804] | 130 | |
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[6724] | 131 | this->topRotor.setParent(this); |
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| 132 | this->tailRotor.setParent(this); |
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[6804] | 133 | |
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[6724] | 134 | this->topRotor.setRelCoor(Vector(-0.877,0.627,0)); |
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| 135 | this->tailRotor.setRelCoor(Vector(-4.43,0.297,0.068)); |
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| 136 | this->tailRotor.setAbsDir(Quaternion(M_PI_2,Vector(1,0,0))); |
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[6804] | 137 | |
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[6724] | 138 | this->loadModel("models/ships/rotor.obj",1.0,3); |
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| 139 | this->loadModel("models/ships/rotor.obj",0.2,4); |
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[6443] | 140 | |
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| 141 | |
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| 142 | this->velocity = Vector(0.0,0.0,0.0); |
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| 143 | this->velocityDir = Vector(1.0,0.0,0.0); |
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[6986] | 144 | |
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[6947] | 145 | // very, very old stuff |
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| 146 | // GLGuiButton* button = new GLGuiPushButton(); |
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| 147 | // button->show(); |
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| 148 | // button->setLabel("orxonox"); |
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| 149 | // button->setBindNode(this); |
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[6443] | 150 | |
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| 151 | //add events to the eventlist |
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[6997] | 152 | registerEvent(KeyMapper::PEV_FORWARD); |
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| 153 | registerEvent(KeyMapper::PEV_BACKWARD); |
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[6637] | 154 | registerEvent(KeyMapper::PEV_LEFT); |
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| 155 | registerEvent(KeyMapper::PEV_RIGHT); |
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[6443] | 156 | registerEvent(SDLK_e); |
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| 157 | registerEvent(SDLK_c); |
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| 158 | registerEvent(KeyMapper::PEV_FIRE1); |
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| 159 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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| 160 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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| 161 | registerEvent(EV_MOUSE_MOTION); |
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| 162 | |
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| 163 | this->getWeaponManager()->setSlotCount(7); |
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| 164 | |
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[7096] | 165 | this->getWeaponManager()->setSlotPosition(0, Vector(0.0, .1, -1.0)); |
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[6443] | 166 | this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 167 | |
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[7096] | 168 | this->getWeaponManager()->setSlotPosition(1, Vector(0.0, .1, 1.0)); |
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[6443] | 169 | this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 170 | |
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| 171 | this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 172 | this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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| 173 | |
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| 174 | this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 175 | this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 176 | |
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| 177 | this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 178 | this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 179 | |
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| 180 | this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 181 | this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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| 182 | |
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[6947] | 183 | this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0)); |
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| 184 | this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 185 | |
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[6724] | 186 | this->getWeaponManager()->getFixedTarget()->setParent(&(this->cameraNode)); |
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| 187 | this->getWeaponManager()->getFixedTarget()->setRelCoor(0,0,0); |
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[6443] | 188 | |
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| 189 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); |
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| 190 | |
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| 191 | } |
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| 192 | |
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| 193 | /** |
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| 194 | * loads the Settings of a Helicopter from an XML-element. |
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| 195 | * @param root the XML-element to load the Spaceship's properties from |
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| 196 | */ |
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| 197 | void Helicopter::loadParams(const TiXmlElement* root) |
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| 198 | { |
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[6512] | 199 | WorldEntity::loadParams(root); |
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[6443] | 200 | } |
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| 201 | |
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[6871] | 202 | void Helicopter::enter() |
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[6724] | 203 | { |
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[6871] | 204 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true); |
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[7014] | 205 | State::getCameraNode()->setParentSoft(this->getWeaponManager()->getFixedTarget()); |
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| 206 | State::getCameraTargetNode()->setParentSoft(this->getWeaponManager()->getFixedTarget()); |
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[6724] | 207 | } |
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[6443] | 208 | |
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| 209 | void Helicopter::leave() |
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| 210 | { |
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| 211 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); |
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| 212 | this->detachCamera(); |
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| 213 | |
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| 214 | } |
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| 215 | |
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| 216 | |
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| 217 | /** |
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| 218 | * effect that occurs after the Helicopter is spawned |
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| 219 | */ |
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| 220 | void Helicopter::postSpawn () |
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| 221 | { |
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| 222 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 223 | } |
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| 224 | |
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| 225 | /** |
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[6724] | 226 | * the action occuring if the helicopter left the game |
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[6443] | 227 | */ |
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| 228 | void Helicopter::leftWorld () |
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| 229 | {} |
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| 230 | |
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| 231 | /** |
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| 232 | * this function is called, when two entities collide |
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| 233 | * @param entity: the world entity with whom it collides |
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| 234 | * |
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| 235 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 236 | */ |
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| 237 | void Helicopter::collidesWith(WorldEntity* entity, const Vector& location) |
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| 238 | { |
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| 239 | } |
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| 240 | |
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| 241 | |
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| 242 | |
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| 243 | /** |
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| 244 | * the function called for each passing timeSnap |
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| 245 | * @param time The timespan passed since last update |
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| 246 | */ |
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| 247 | void Helicopter::tick (float time) |
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| 248 | { |
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[6804] | 249 | Playable::tick(time); |
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| 250 | |
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[6724] | 251 | if( xMouse != 0 || yMouse != 0) |
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| 252 | { |
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| 253 | if (xMouse > controlVelocityX) xMouse = controlVelocityX; |
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| 254 | else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX; |
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| 255 | if (yMouse > controlVelocityY) yMouse = controlVelocityY; |
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| 256 | else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY; |
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| 257 | } |
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[6804] | 258 | |
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[6724] | 259 | // rotorrotation |
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| 260 | this->topRotor.shiftDir(Quaternion(time*10, Vector(0,1,0))); |
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| 261 | this->tailRotor.shiftDir(Quaternion(time*10, Vector(0,1,0))); |
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[6804] | 262 | |
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[6443] | 263 | // spaceship controlled movement |
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| 264 | this->calculateVelocity(time); |
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| 265 | |
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[6637] | 266 | Vector move = (velocity)*time; |
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[6443] | 267 | |
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| 268 | // this is the air friction (necessary for a smooth control) |
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| 269 | if(velocity.len() != 0) velocity -= velocity*0.1; |
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[6804] | 270 | |
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[6443] | 271 | |
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| 272 | //readjust |
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[6947] | 273 | // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0))); |
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| 274 | // else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0))); |
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[6443] | 275 | |
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| 276 | |
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| 277 | this->shiftCoor (move); |
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| 278 | } |
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| 279 | |
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| 280 | /** |
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| 281 | * calculate the velocity |
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| 282 | * @param time the timeslice since the last frame |
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| 283 | */ |
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| 284 | void Helicopter::calculateVelocity (float time) |
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| 285 | { |
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| 286 | Vector accel(0.0, 0.0, 0.0); |
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[6637] | 287 | float rotValX = 0.0; |
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| 288 | float rotValZ = 0.0; |
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[6443] | 289 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 290 | /* calculate the direction in which the craft is heading */ |
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| 291 | |
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| 292 | if( this->bUp ) |
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| 293 | { |
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| 294 | //this->shiftCoor(this->getAbsDirX()); |
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| 295 | //accel -= this->getAbsDirY(); |
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[6804] | 296 | |
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[7096] | 297 | accel += Vector((this->getAbsDirX()).x,0,(this->getAbsDirX()).z) * 3; |
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[6637] | 298 | if((this->getAbsDirX()).y >= -0.1) rotValZ -= time; |
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[6443] | 299 | } |
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| 300 | else |
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| 301 | { |
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[7096] | 302 | if(this->getAbsDirX().y < -.02) this->shiftDir(Quaternion(time, Vector(0,0,1))) ; |
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[6443] | 303 | } |
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| 304 | |
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| 305 | if( this->bDown ) |
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| 306 | { |
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| 307 | //this->shiftCoor((this->getAbsDirX())*-1); |
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| 308 | //accel -= this->getAbsDirY(); |
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[6804] | 309 | |
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[7096] | 310 | accel -= Vector((this->getAbsDirX()).x,0,(this->getAbsDirX()).z)*3; |
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[6637] | 311 | rotValZ += time; |
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[6443] | 312 | } |
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| 313 | else |
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| 314 | { |
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[6637] | 315 | if(this->getAbsDirX().y > 0.02) this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
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[6443] | 316 | } |
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| 317 | |
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[6947] | 318 | if( this->bLeft ) |
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[6443] | 319 | { |
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| 320 | //this->shiftDir(Quaternion(time, Vector(0,1,0))); |
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| 321 | //accel -= this->getAbsDirY(); |
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| 322 | //velocityDir.normalize(); |
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[6804] | 323 | |
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[6637] | 324 | accel -= Vector((this->getAbsDirZ()).x,0,(this->getAbsDirZ()).z); |
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| 325 | rotValX -= time; |
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[6443] | 326 | } |
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| 327 | else |
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| 328 | { |
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[6637] | 329 | if(this->getAbsDirZ().y > 0.02) this->shiftDir(Quaternion(time, Vector(1,0,0))); |
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[6443] | 330 | } |
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| 331 | |
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[6947] | 332 | if( this->bRight ) |
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[6443] | 333 | { |
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| 334 | //this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
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[6637] | 335 | //accel += this->getAbsDirY(); |
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[6443] | 336 | //velocityDir.normalize(); |
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[6804] | 337 | |
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[6637] | 338 | accel += Vector((this->getAbsDirZ()).x,0,(this->getAbsDirZ()).z); |
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| 339 | rotValX += time; |
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[6443] | 340 | } |
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| 341 | else |
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| 342 | { |
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[6637] | 343 | if(this->getAbsDirZ().y < -0.02) this->shiftDir(Quaternion(-time, Vector(1,0,0))); |
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[6443] | 344 | } |
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| 345 | |
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[6947] | 346 | if( this->bRollL ) |
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[6443] | 347 | { |
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| 348 | this->shiftDir(Quaternion(-time, Vector(1,0,0))); |
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| 349 | } |
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[6947] | 350 | if( this->bRollR ) |
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[6443] | 351 | { |
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| 352 | this->shiftDir(Quaternion(time, Vector(1,0,0))); |
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| 353 | } |
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| 354 | if (this->bAscend ) |
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| 355 | { |
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[6637] | 356 | accel += this->getAbsDirY(); |
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[6443] | 357 | } |
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| 358 | |
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| 359 | if (this->bDescend ) |
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| 360 | { |
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[6637] | 361 | accel -= this->getAbsDirY(); |
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[6443] | 362 | } |
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| 363 | |
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[6637] | 364 | velocity += accel*3; |
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| 365 | if((this->getAbsDirX()).y <= 0.3 && (this->getAbsDirX()).y >= -0.3) this->shiftDir(Quaternion(rotValZ, Vector(0,0,1))); |
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| 366 | if((this->getAbsDirZ()).y <= 0.3 && (this->getAbsDirZ()).y >= -0.3) this->shiftDir(Quaternion(rotValX, Vector(1,0,0))); |
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[6443] | 367 | } |
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| 368 | |
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| 369 | |
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| 370 | void Helicopter::draw() const |
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| 371 | { |
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| 372 | WorldEntity::draw(); |
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[6804] | 373 | |
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[6724] | 374 | glMatrixMode(GL_MODELVIEW); |
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| 375 | glPushMatrix(); |
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[6443] | 376 | |
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[6724] | 377 | /* translate */ |
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| 378 | glTranslatef (this->topRotor.getAbsCoor ().x, |
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| 379 | this->topRotor.getAbsCoor ().y, |
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| 380 | this->topRotor.getAbsCoor ().z); |
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| 381 | Vector tmpRot = this->topRotor.getAbsDir().getSpacialAxis(); |
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| 382 | glRotatef (this->topRotor.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 383 | this->getModel(3)->draw(); |
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| 384 | |
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| 385 | glPopMatrix (); |
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| 386 | glPushMatrix(); |
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| 387 | |
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| 388 | /* translate */ |
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| 389 | glTranslatef (this->tailRotor.getAbsCoor ().x, |
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| 390 | this->tailRotor.getAbsCoor ().y, |
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| 391 | this->tailRotor.getAbsCoor ().z); |
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| 392 | tmpRot = this->tailRotor.getAbsDir().getSpacialAxis(); |
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| 393 | glRotatef (this->tailRotor.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 394 | this->getModel(4)->draw(); |
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| 395 | |
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| 396 | glPopMatrix (); |
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[6443] | 397 | } |
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| 398 | |
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| 399 | /** |
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| 400 | * @todo switch statement ?? |
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| 401 | */ |
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| 402 | void Helicopter::process(const Event &event) |
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| 403 | { |
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[6804] | 404 | Playable::process(event); |
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[6443] | 405 | |
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[6637] | 406 | if( event.type == KeyMapper::PEV_LEFT) |
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[6443] | 407 | this->bLeft = event.bPressed; |
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[6637] | 408 | else if( event.type == KeyMapper::PEV_RIGHT) |
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[6443] | 409 | this->bRight = event.bPressed; |
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| 410 | else if( event.type == SDLK_e) |
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[6947] | 411 | this->bAscend = event.bPressed; |
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[6443] | 412 | else if( event.type == SDLK_c) |
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[6947] | 413 | this->bDescend = event.bPressed; |
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[6997] | 414 | else if( event.type == KeyMapper::PEV_FORWARD) |
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[6947] | 415 | this->bUp = event.bPressed; |
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[6997] | 416 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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[6947] | 417 | this->bDown = event.bPressed; |
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[6443] | 418 | else if( event.type == EV_MOUSE_MOTION) |
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| 419 | { |
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| 420 | this->xMouse = event.xRel*mouseSensitivity; |
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| 421 | this->yMouse = event.yRel*mouseSensitivity; |
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| 422 | |
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[6724] | 423 | this->shiftDir(Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))); |
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[6804] | 424 | |
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[6724] | 425 | Quaternion yDir = Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1)); |
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| 426 | |
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[6804] | 427 | |
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[6724] | 428 | if ((this->cameraNode.getAbsDirY()).y < 0.5) |
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| 429 | { |
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| 430 | if((this->cameraNode.getAbsDirX()).y > 0) |
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| 431 | { |
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| 432 | if(yMouse > 0) this->cameraNode.shiftDir(yDir); |
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| 433 | } |
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| 434 | else |
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| 435 | { |
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| 436 | if(yMouse < 0) this->cameraNode.shiftDir(yDir); |
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| 437 | } |
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| 438 | } |
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| 439 | else this->cameraNode.shiftDir(yDir);; |
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| 440 | } |
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[6443] | 441 | } |
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