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Ignore:
Timestamp:
Dec 5, 2006, 7:14:05 PM (18 years ago)
Author:
muellmic
Message:

implementing new scroller controls but still probs with camera

Location:
branches/playability/src/world_entities/space_ships
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • branches/playability/src/world_entities/space_ships/space_ship.cc

    r10016 r10017  
    7474                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
    7575                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
     76                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
    7677                       );
    7778
     
    9091SpaceShip::SpaceShip(const std::string& fileName)
    9192    : secWeaponMan(this),
    92     supportedPlaymodes(Playable::Full3D || Playable::Horizontal || Playable::Vertical),
    93     playmode(Playable::Full3D)
     93    supportedPlaymodes(Playable::Vertical) ,
     94    playmode(Playable::Vertical)
    9495{
    9596  this->init();
     
    113114SpaceShip::SpaceShip(const TiXmlElement* root)
    114115    : secWeaponMan(this),
    115     supportedPlaymodes(Playable::Full3D || Playable::Horizontal || Playable::Vertical),
    116     playmode(Playable::Full3D)
     116    supportedPlaymodes(Playable::Vertical) ,
     117    playmode(Playable::Vertical)
    117118{
    118119  this->init();
     
    205206
    206207  this->loadModel("models/ships/mantawing.obj");
    207 
    208   bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
    209 
     208  //this->setVisibiliy(false);
     209
     210  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
     211 
     212  /*
    210213  xMouse = yMouse = 0;
    211214  yInvert = 1;
     
    215218  controlVelocityY = 150;
    216219  shipInertia = 1.5;
     220  */
    217221  //  cycle = 0.0;
    218222
     
    220224  this->setHealth(shieldCur);
    221225
    222   travelSpeed = 0.0;
    223   acceleration = 3;
     226  this->travelNode = new PNode();
     227
     228  // camera - issue
     229  //this->cameraNode = State::getCameraNode();
     230  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
     231  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
     232
     233  this->travelSpeed = 0.0;
     234  this->cameraLook = 0.0f;
     235  this->acceleration = 20.0f;
     236  //this->airFriction = 0.0f;
     237  this->cameraSpeed = 0.0;
     238  /*
    224239  this->velocity = this->getAbsDirX()*travelSpeed;
    225240  this->mouseDir = this->getAbsDir();
    226241  this->pitchDir = this->getAbsDir();
     242  */
    227243
    228244
     
    329345  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
    330346
    331   registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
     347  /*
    332348  registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) );
    333 
    334349  registerVar( new SynchronizeableBool( &bUp, &bUp, "bUp", PERMISSION_OWNER ) );
    335350  registerVar( new SynchronizeableBool( &bDown, &bDown, "bDown", PERMISSION_OWNER ) );
     
    340355  registerVar( new SynchronizeableBool( &bRollL, &bRollL, "bRollL", PERMISSION_OWNER ) );
    341356  registerVar( new SynchronizeableBool( &bRollR, &bRollR, "bRollR", PERMISSION_OWNER ) );
     357  */
     358
     359  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
     360  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
     361  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
     362  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
     363  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
     364  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
     365
     366  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
     367
     368  this->enterPlaymode(Playable::Vertical);
     369  //this->airFriction = 0.5f;
     370  this->travelDistance = Vector2D(50.0, 50.0);
     371  this->travelSpeed = 50;
     372  this->cameraSpeed = 40;
     373
     374  this->travelNode->debugDraw();
    342375}
    343376
     
    352385}
    353386
    354 void SpaceShip::setPlayDirection(const Quaternion& quat, float speed)
    355 {
    356   this->mouseDir = quat;
    357 }
     387void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
     388{
     389  this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
     390}
     391
     392void SpaceShip::setTravelSpeed(float travelSpeed)
     393{
     394  this->travelSpeed = travelSpeed;
     395}
     396
     397/*
     398void SpaceShip::setTravelHeight(float travelHeight)
     399{
     400  if (this->toTravelHeight == NULL)
     401    this->toTravelHeight = new float;
     402  *this->toTravelHeight = travelHeight;
     403}
     404*/
     405
     406
     407void SpaceShip::setTravelDistance(const Vector2D& distance)
     408{
     409  this->travelDistance = distance;
     410}
     411
     412void SpaceShip::setTravelDistance(float x, float y)
     413{
     414  this->setTravelDistance(Vector2D(x, y));
     415}
     416
    358417
    359418
    360419void SpaceShip::reset()
    361420{
    362   bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
    363 
    364   xMouse = yMouse = 0;
     421  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
     422
     423  //xMouse = yMouse = 0;
    365424
    366425  this->setHealth(80);
     
    452511
    453512
    454 
     513  /*
    455514  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() )
    456515  {
     
    465524    xMouse = yMouse = 0;
    466525  }
    467 
    468  
    469 
    470 
    471   //   if( this != State::getPlayer()->getControllable())
    472   //     return;
     526*/
    473527
    474528  // spaceship controlled movement fire(bool bF){ this->bFire = bF;}
    475529  //if (this->getOwner() == this->getHostID())
    476   this->calculateVelocity(time);
    477 
    478 
    479   Vector move = velocity*time;
    480 
     530
     531  //is->calculateVelocity(time);
     532
     533
     534  //vector move = velocity*time;
     535
     536  /*
    481537  //orient the velocity in the direction of the spaceship.
    482538  travelSpeed = velocity.len();
    483539  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
    484540  velocity = (velocity.getNormalized())*travelSpeed;
     541  */
     542  this->movement(time);
     543
     544   // TRYING TO FIX PNode.
     545  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
     546  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
     547
    485548  this->burstEmitter->setEmissionRate(travelSpeed);
    486549  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
    487550
    488551  //orient the spaceship in direction of the mouse
     552  /*
    489553  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
    490554  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
    491555    this->setAbsDir( rotQuat);
    492556  //this->setAbsDirSoft(mouseDir,5);
     557  */
    493558
    494559  // this is the air friction (necessary for a smooth control)
     560  /*
    495561  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
    496562  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
     563  */
    497564
    498565  //other physics (gravity)
     
    510577  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
    511578
     579  /*
    512580  this->shiftCoor(move);
     581  */
    513582
    514583  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
     
    516585}
    517586
    518 /**
    519  *  calculate the velocity
    520  * @param time the timeslice since the last frame
     587/*
     588void SpaceShip::calculateVelocity (float time)
     589{
     590  Vector accel(0.0, 0.0, 0.0);
     591  /* calculate the direction in which the craft is heading  */
     592  /*
     593  if( this->bUp )
     594  {
     595    accel += (this->getAbsDirX())*acceleration;
     596
     597  }
     598
     599  if( this->bDown )
     600  {
     601    accel -= (this->getAbsDirX())*0.5*acceleration;
     602
     603  }
     604
     605  if( this->bLeft)
     606  {
     607    this->shiftDir(Quaternion(time, Vector(0,1,0)));
     608  }
     609  if( this->bRight)
     610  {
     611    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
     612  }
     613
     614
     615  if( this->bRollL)
     616  {
     617    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
     618  }
     619  if( this->bRollR)
     620  {
     621    mouseDir *= Quaternion(time*2, Vector(1,0,0));
     622
     623  }
     624  if (this->bAscend )
     625  {
     626    this->shiftDir(Quaternion(time, Vector(0,0,1)));
     627  }
     628  if (this->bDescend )
     629  {
     630    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
     631  }
     632
     633  velocity += accel*time*10;
     634
     635}
    521636*/
    522 void SpaceShip::calculateVelocity (float time)
    523 {
    524   Vector accel(0.0, 0.0, 0.0);
    525   /*
    526   Vector rot(0.0, 0.0, 0.0); // wird ben�igt fr Helicopter
    527   */
    528   //float rotVal = 0.0;
    529   /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
    530   /* calculate the direction in which the craft is heading  */
    531 
    532   //Plane plane(Vector(0,1,0), Vector(0,0,0));
    533 
    534   if( this->bUp )
    535   {
    536     //this->shiftCoor(this->getAbsDirX());
    537     //accel += (this->getAbsDirX())*2;
    538     accel += (this->getAbsDirX())*acceleration;
    539 
    540   }
    541 
    542   if( this->bDown )
    543   {
    544     //this->shiftCoor((this->getAbsDirX())*-1);
    545     //accel -= (this->getAbsDirX())*2;
    546     //if(velocity.len() > 50)
    547     accel -= (this->getAbsDirX())*0.5*acceleration;
    548 
    549 
    550 
    551   }
    552 
    553   if( this->bLeft/* > -this->getRelCoor().z*2*/)
    554   {
    555     this->shiftDir(Quaternion(time, Vector(0,1,0)));
    556     //    accel -= rightDirection;
    557     //velocityDir.normalize();
    558     //rot +=Vector(1,0,0);
    559     //rotVal -= .4;
    560   }
    561   if( this->bRight /* > this->getRelCoor().z*2*/)
    562   {
    563     this->shiftDir(Quaternion(-time, Vector(0,1,0)));
    564 
    565     //    accel += rightDirection;
    566     //velocityDir.normalize();
    567     //rot += Vector(1,0,0);
    568     //rotVal += .4;
    569   }
    570 
    571 
    572   if( this->bRollL /* > -this->getRelCoor().z*2*/)
    573   {
    574     mouseDir *= Quaternion(-time*2, Vector(1,0,0));
    575     //    accel -= rightDirection;
    576     //velocityDir.normalize();
    577     //rot +=Vector(1,0,0);
    578     //rotVal -= .4;
    579   }
    580   if( this->bRollR /* > this->getRelCoor().z*2*/)
    581   {
    582     mouseDir *= Quaternion(time*2, Vector(1,0,0));
    583 
    584     //    accel += rightDirection;
    585     //velocityDir.normalize();
    586     //rot += Vector(1,0,0);
    587     //rotVal += .4;
    588   }
    589   if (this->bAscend )
    590   {
    591     this->shiftDir(Quaternion(time, Vector(0,0,1)));
    592 
    593     //    accel += upDirection;
    594     //velocityDir.normalize();
    595     //rot += Vector(0,0,1);
    596     //rotVal += .4;
    597   }
    598   if (this->bDescend )
    599   {
    600     this->shiftDir(Quaternion(-time, Vector(0,0,1)));
    601 
    602     //    accel -= upDirection;
    603     //velocityDir.normalize();
    604     //rot += Vector(0,0,1);
    605     //rotVal -= .4;
    606   }
    607 
    608   velocity += accel*time*10;
    609   //rot.normalize();
    610   //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
    611 
    612 }
    613637
    614638/**
     
    620644
    621645  if( event.type == KeyMapper::PEV_LEFT)
    622     this->bRollL = event.bPressed;
     646    this->bLeft = event.bPressed;
    623647  else if( event.type == KeyMapper::PEV_RIGHT)
    624     this->bRollR = event.bPressed;
     648    this->bRight = event.bPressed;
    625649  else if( event.type == KeyMapper::PEV_FORWARD)
    626     this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
     650    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
    627651  else if( event.type == KeyMapper::PEV_BACKWARD)
    628     this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
     652    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
    629653  else if( event.type == KeyMapper::PEV_FIRE2)
    630654    this->bSecFire = event.bPressed;
    631655  else if( event.type == KeyMapper::PEV_FIRE1)
    632656    this->bFire = event.bPressed;
     657
     658
     659  /*
    633660  else if( event.type == EV_MOUSE_MOTION)
    634661  {
     
    637664    this->yMouse += event.yRel;
    638665  }
     666  */
    639667}
    640668
     
    721749  }
    722750  // weaponMan.increaseAmmunition( weapon, energy);
    723  
    724751}
    725752
     
    727754void SpaceShip::enterPlaymode(Playable::Playmode playmode)
    728755{
    729 }
    730 
     756  switch(playmode)
     757  {
     758    case Playable::Full3D:
     759      /*
     760      if (State::getCameraNode != NULL)
     761      {
     762        Vector absCoor = this->getAbsCoor();
     763        this->setParent(PNode::getNullParent());
     764        this->setAbsCoor(absCoor);
     765        State::getCameraNode()->setParentSoft(&this->cameraNode);
     766        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
     767        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
     768        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
     769
     770      }
     771      */
     772      //break;
     773
     774
     775    case Playable::Vertical:
     776      if (State::getCameraNode != NULL)
     777      {
     778        this->debugNode(1);
     779        this->travelNode->debugNode(1);
     780
     781        this->travelNode->setAbsCoor(this->getAbsCoor());
     782        this->travelNode->updateNode(0.01f);
     783
     784        this->setParent(this->travelNode);
     785        this->setRelCoor(0,0,0);
     786
     787        State::getCameraNode()->setParentSoft(this->travelNode);
     788        State::getCameraNode()->setRelCoorSoft(0, 40,0);
     789        State::getCameraTargetNode()->setParentSoft(this->travelNode);
     790        State::getCameraTargetNode()->setRelCoorSoft(5,0,0);
     791
     792        this->debugNode(1);
     793        this->travelNode->debugNode(1);
     794        std::cout << "testprint";
     795      }
     796      break;
     797
     798    default:
     799      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
     800  }
     801}
     802
     803/**
     804 * @brief calculate the velocity
     805 * @param time the timeslice since the last frame
     806*/
    731807
    732808void SpaceShip::movement (float dt)
    733809{
    734 }
     810    // these routines will change the travel movement into zero in a short amout of time, if the player
     811    // doesn't press any buttons.
     812    if (this->velocity.x >= 0)
     813    {
     814      if (this->velocity.x > 2*this->acceleration * dt)
     815        this->velocity.x -= 2* this->acceleration * dt;
     816      else
     817        this->velocity.x = 0;
     818    }
     819    else
     820    {
     821      if (this->velocity.x < -2*this->acceleration * dt)
     822        this->velocity.x += 2* this->acceleration * dt;
     823      else
     824        this->velocity.x = 0;
     825    }
     826
     827  if( this->bForward )
     828  {
     829    if(this->getRelCoor().x < this->travelDistance.x)
     830    {
     831      if (this->velocity.x < this->travelSpeed)
     832      {
     833        this->velocity.x += 3*this->acceleration*dt;
     834      }
     835      else
     836      {
     837        this->velocity.x = this->travelSpeed;
     838      }
     839    }
     840    else
     841    {
     842      this->velocity.x = 0.0f;
     843    }
     844  }
     845
     846  if( this->bBackward )
     847  {
     848    if(this->getRelCoor().x > -this->travelDistance.x)
     849    {
     850      if (this->velocity.x > -this->travelSpeed)
     851      {
     852        this->velocity.x -= 3*this->acceleration*dt;
     853      }
     854      else
     855      {
     856        this->velocity.x = -this->travelSpeed;
     857      }
     858    }
     859    else
     860    {
     861      this->velocity.x = 0.0f;
     862    }
     863  }
     864  if( this->bLeft)
     865  {
     866  }
     867
     868  if( this->bRight)
     869  {
     870  }
     871
     872  switch(this->getPlaymode())
     873  {
     874    case Playable::Full3D:
     875    /*
     876      {
     877        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
     878
     879        // this is the air friction (necessary for a smooth control)
     880        Vector damping = (this->velocity * this->airFriction);
     881
     882
     883        this->velocity += (accelerationDir - damping)* dt;
     884        this->shiftCoor (this->velocity * dt);
     885
     886        // limit the maximum rotation speed.
     887        if (this->rotation != 0.0f)
     888        {
     889          float maxRot = 10.0 * dt;
     890          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
     891          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
     892          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
     893
     894          this->rotation = 0.0f;
     895        }
     896
     897        this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
     898      }
     899      break;
     900    */
     901    case Playable::Vertical:
     902      {
     903        /*
     904        if (this->toTravelHeight != NULL)
     905        {
     906          this->travelNode->shiftCoor(Vector(0, (*toTravelHeight - this->travelNode->getAbsCoor().y) * dt * 10.0, 0));
     907          if (fabsf(this->travelNode->getAbsCoor().y - *this->toTravelHeight) < .1)
     908          {
     909            delete this->toTravelHeight;
     910            this->toTravelHeight = NULL;
     911          }
     912        }
     913        */
     914        this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
     915
     916        /*
     917        accel.y = 0.0;
     918
     919        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
     920        accelerationDir.y = 0.0;
     921
     922        // this is the air friction (necessary for a smooth control)
     923        Vector damping = (this->velocity * this->airFriction);
     924
     925
     926        this->velocity += (accelerationDir - damping)* dt;
     927
     928        if (this->getRelCoor().z > this->travelDistance.y && velocity.z > 0.0)
     929          this->velocity.z = 0.0f;
     930        if (this->getRelCoor().z < -this->travelDistance.y && velocity.z < 0.0)
     931          this->velocity.z = 0.0f;
     932
     933        if (this->getRelCoor().x > this->travelDistance.x && velocity.x > 0.0)
     934          this->velocity.x = 0.0f;
     935        if (this->getRelCoor().x < -this->travelDistance.x && velocity.x < 0.0)
     936          this->velocity.x = 0.0f;
     937
     938        */
     939        this->shiftCoor (this->velocity * dt);
     940   
     941
     942        /*
     943        if (accel.z == 0)
     944          this->setRelDirSoft(Quaternion(0, Vector(0,0,0)), 5.0f);
     945        else
     946          this->setRelDirSoft(Quaternion(this->velocity.z * 5, Vector(1,0,0)), 4.5f);
     947        */
     948      }
     949      break;
     950
     951    default:
     952      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
     953  }
     954}
     955
  • branches/playability/src/world_entities/space_ships/space_ship.h

    r9975 r10017  
    3535    void setTravelDistance(float x, float y);
    3636
    37     void setAirFriction(float friction) { this->airFriction = friction; };
     37    //void setAirFriction(float friction) { this->airFriction = friction; };
    3838
    3939    virtual void enter();
     
    121121    int         curWeaponSecondary; //!< current secondary weapon config
    122122
    123     bool                  bUp;                //!< up button pressed.
    124     bool                  bDown;              //!< down button pressed.
     123    bool                  bForward;                //!< up button pressed.
     124    bool                  bBackward;              //!< down button pressed.
    125125    bool                  bLeft;              //!< left button pressed.
    126126    bool                  bRight;             //!< right button pressed.
     
    131131    bool                  bRollR;             //!< rolling button pressed (right)
    132132
     133    /*
    133134    float                 xMouse;             //!< mouse moved in x-Direction
    134135    float                 yMouse;             //!< mouse moved in y-Direction
     
    137138    int                   controlVelocityX;
    138139    int                   controlVelocityY;
    139 //    float                 cycle;              //!< hovercycle
     140    */
     141//   float                 cycle;              //!< hovercycle
     142
    140143
    141144    Vector                velocity;           //!< the velocity of the player.
    142     Vector                oldVelocity;        //!< the velocity the player had last synced
     145    //Vector                oldVelocity;        //!< the velocity the player had last synced
     146
     147
    143148
    144149// 2D-traveling
    145150    PNode*                travelNode;
    146151    float                 travelSpeed;        //!< the current speed of the Ship (to make soft movement)
     152    Vector2D              travelDistance;     //!< Travel-Distance away from the TravelNode
    147153
    148154// Camera
     
    150156    float                 cameraLook;
    151157    float                 rotation;
     158    float                 cameraSpeed;
    152159
    153     // FIXME until other fixme removal needed
     160    /*
    154161    Quaternion            mouseDir;           //!< the direction where the player wants to fly
    155162    Quaternion            oldMouseDir;        //!< the direction where the player wanted to fly
    156163    float                 shipInertia;        //!< the inertia of the ship(how fast the ship reacts to a mouse input)
    157 
    158164    Quaternion            rotQuat;
    159165    Quaternion            pitchDir;
    160166    float                 dogdeSpeed;        //!< the dogde Speed of the ship.
    161     // FIXME
     167    */
    162168
    163169    Quaternion            direction;          //!< the direction of the ship.
    164170    float                 acceleration;       //!< the acceleration of the ship.
    165     float                 airFriction;        //!< AirFriction.
    166     float                 airViscosity;
     171    //float                 airFriction;        //!< AirFriction.
     172    //float                 airViscosity;
    167173
    168174    byte                  oldMask;            //!< used for synchronisation
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