Changeset 6208 in orxonox.OLD for branches/christmas_branche/src/world_entities/creatures
- Timestamp:
- Dec 21, 2005, 2:47:30 AM (19 years ago)
- Location:
- branches/christmas_branche/src/world_entities/creatures
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/christmas_branche/src/world_entities/creatures/md2_creature.cc
r6206 r6208 23 23 #include "md2Model.h" 24 24 #include "resource_manager.h" 25 #include "state.h" 25 26 26 27 #include "weapons/weapon_manager.h" … … 122 123 cycle = 0.0; 123 124 125 this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); 126 this->cameraConnNode.setName("CameraConnectorNode"); 127 this->addChild(&this->cameraConnNode); 128 this->cameraConnNode.addChild(State::getCameraTarget()); 129 State::getCameraTarget()->setRelCoor(10,0,0); 124 130 125 131 travelSpeed = 15.0; … … 239 245 { 240 246 this->drawLODsafe(); 247 248 this->cameraConnNode.debugDraw(0); 241 249 } 242 250 … … 274 282 } 275 283 284 276 285 //orient the MD2Creature in direction of the mouse 277 286 this->setAbsDir( /*rotQuat*/ mouseDirX); 287 this->cameraConnNode.setRelDir(mouseDirY); 278 288 279 289 this->getWeaponManager()->tick(time); … … 377 387 this->yMouse = event.yRel; 378 388 this->mouseDirX *= Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0)); 379 this->mouseDirY *= Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0, 0,1));389 this->mouseDirY *= Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,1,0)); 380 390 // if( xMouse*xMouse < 0.9) 381 391 // this->setAbsDir(mouseDir); -
branches/christmas_branche/src/world_entities/creatures/md2_creature.h
r6206 r6208 62 62 bool bJump; //!< jump 63 63 64 PNode cameraConnNode; //!< The Node the camera is connected to. 65 64 66 float xMouse; //!< mouse moved in x-Direction 65 67 float yMouse; //!< mouse moved in y-Direction … … 70 72 Quaternion mouseDirX; //!< the direction where the player wants to fly 71 73 Quaternion mouseDirY; //!< the direction where the player wants to fly 72 Quaternion rotQuat;73 74 float travelSpeed; //!< the current speed of the player (to make soft movement) 74 75 float acceleration; //!< the acceleration of the player.
Note: See TracChangeset
for help on using the changeset viewer.