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else if (buttonvalue.indexOf(“Up”) != -1)
{
if (viewposi.y<1.7f)
{
viewposi.y = viewposi.y+SPAN/2.0f;
setPosition(viewTrans, viewposi);
setPosition(bodyTrans, viewposi);
}
}
else if (buttonvalue.indexOf(“Down”) != -1)
{
if (viewposi.y>1.0f)
{
viewposi.y = viewposi.y-SPAN/2.0f;
setPosition(viewTrans, viewposi);
setPosition(bodyTrans, viewposi);
}
}
else if (buttonvalue.indexOf(“Shiftleft”) != -1)
{
direction = SHIFTLEFT;
viewposi.x = viewposi.x-SPAN*(float)Math.sin(turningAngle+Math.PI/2.0);
viewposi.z = viewposi.z-SPAN*(float)Math.cos(turningAngle+Math.PI/2.0);
setPosition(bodyTrans, viewposi);
setPosition(viewTrans, viewposi);
if (outsideTrans!=null)
setPosition(outsideTrans, new Point3f(Outsidescale*viewposi.x, outsideposi.y, outsideposi.z));
}
else if (buttonvalue.indexOf(“Shiftright”) != -1)
{
direction = SHIFTRIGHT;
viewposi.x = viewposi.x+SPAN*(float)Math.sin(turningAngle+Math.PI/2.0);
viewposi.z = viewposi.z+SPAN*(float)Math.cos(turningAngle+Math.PI/2.0);
setPosition(bodyTrans, viewposi);
setPosition(viewTrans, viewposi);
if (outsideTrans!=null)
setPosition(outsideTrans, new Point3f(Outsidescale*viewposi.x, outsideposi.y, outsideposi.z));
}
if (poststop) postId(VIEWMOTION);
}
if (wakeup instanceof WakeupOnCollisionEntry)
{
// The implememtation of the collision function, go back two step when
// the collision occurs in order to obtain the next collision ability
switch (direction)
{
case Forward:
viewposi.x = viewposi.x+4.0f*SPAN*(float)Math.sin(turningAngle);
viewposi.z = viewposi.z+4.0f*SPAN*(float)Math.cos(turningAngle);
setPosition(bodyTrans, viewposi);
setPosition(viewTrans, viewposi);
if (outsideTrans!=null)
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