reworked the shell animation
@@ -28,7 +28,7 @@ import pp.util.Position;
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* and interaction between the model and the view.
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*/
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class MapView {
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private static final float FIELD_SIZE = 40f;
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public static final float FIELD_SIZE = 40f;
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private static final float GRID_LINE_WIDTH = 2f;
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private static final float BACKGROUND_DEPTH = -4f;
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private static final float GRID_DEPTH = -1f;
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@@ -7,14 +7,21 @@
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package pp.battleship.client.gui;
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import com.jme3.material.Material;
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import com.jme3.material.RenderState;
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import com.jme3.material.RenderState.BlendMode;
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import com.jme3.math.ColorRGBA;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.shape.Sphere;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.Shell;
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import pp.battleship.model.Shot;
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import pp.util.Position;
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import static com.jme3.material.Materials.UNSHADED;
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/**
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* Synchronizes the visual representation of the ship map with the game model.
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* It handles the rendering of ships and shots on the map view, updating the view
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@@ -122,4 +129,25 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
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private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
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return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
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}
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/**
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* Creates and returns a Spatial representation of the given {@code Shell} object
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* for 2D visualization in the game. The shell is represented as a circle.
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*
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* @param shell The {@code Shell} object to be visualized.
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* @return A {@code Spatial} object representing the shell on the map.
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*/
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@Override
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public Spatial visit(Shell shell) {
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final ColorRGBA color = ColorRGBA.Black;
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Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.FIELD_SIZE / 2 * 0.8f));
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Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
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mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
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mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
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mat.setColor("Color", color);
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ellipse.setMaterial(mat);
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ellipse.addControl(new Shell2DControl(view, shell));
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return ellipse;
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}
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}
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@@ -44,7 +44,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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private static final String SMALL_BOAT_MODEL = "Models/BoatSmall/12219_boat_v2_L2.j3o";
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private static final String BATTLE_MODEL = "Models/Battle/Battle.j3o"; //NON-NLS
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private static final String CV_MODEL = "Models/CV/CV.j3o"; //NON-NLS
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private static final String SHELL_MODEL = "Models/Shell/45.j3o";
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private static final String LIGHTING = "Common/MatDefs/Light/Lighting.j3md";
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private static final String COLOR = "Color"; //NON-NLS
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private static final String SHIP = "ship"; //NON-NLS
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private static final String SHOT = "shot"; //NON-NLS
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@@ -322,21 +322,6 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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return waterSplash;
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}
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private void initiateShellFlight(Shot shot) {
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Vector3f startPosition = new Vector3f(0, 1, 0); // The position where the shell starts, can be adjusted
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Vector3f targetPosition = new Vector3f(shot.getX() + 0.5f, 0, shot.getY() + 0.5f);
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shell = new Shell(startPosition, targetPosition, 2f); // 2 seconds flight duration
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shellModel = app.getAssetManager().loadModel(SHELL_MODEL);
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Material material = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
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material.setColor("Color", ColorRGBA.Yellow);
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shellModel.setMaterial(material);
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// Set the initial position for the shell model
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shellModel.setLocalTranslation(startPosition);
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//.attachChild(shellModel); TODO
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}
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/**
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* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
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*
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@@ -629,4 +614,26 @@ class SeaSynchronizer extends ShipMapSynchronizer {
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case UP -> PI;
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};
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}
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/**
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* Creates and returns a 3D model representation of the given {@code Shell} object
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* for visualization in the game.
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*
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* @param shell The {@code Shell} object to be visualized.
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* @return A {@code Spatial} object representing the 3D model of the shell.
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*/
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@Override
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public Spatial visit(Shell shell) {
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final Spatial model = app.getAssetManager().loadModel("Models/Shell/shell.j3o");
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model.setLocalScale(.05f);
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model.setShadowMode(ShadowMode.CastAndReceive);
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Material mat = new Material(app.getAssetManager(), LIGHTING);
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mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture("Models/Shell/shell_color.png"));
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mat.setReceivesShadows(true);
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model.setMaterial(mat);
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model.addControl(new ShellControl(shell));
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return model;
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}
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}
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@@ -0,0 +1,50 @@
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package pp.battleship.client.gui;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.scene.control.AbstractControl;
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import pp.battleship.model.Shell;
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import pp.util.Position;
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/**
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* Controls the 2D representation of a {@code Shell} in the game, updating its position
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* based on the shell's current state in the game model. The {@code Shell2DControl} class
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* is responsible for translating the shell's 3D position to a 2D view position within
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* the game's map view.
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*/
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public class Shell2DControl extends AbstractControl {
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private final Shell shell;
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private final MapView view;
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/**
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* Constructs a new {@code Shell2DControl} to manage the 2D visualization of the given {@code Shell}.
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*
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* @param view The {@code MapView} used to get information about the map to display.
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* @param shell The {@code Shell} being visualized.
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*/
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public Shell2DControl(MapView view, Shell shell){
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this.shell = shell;
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this.view = view;
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}
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/**
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* Updates the position of the shell's 2D representation based on the shell's current
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* 3D position in the game model. The position is mapped from model space to view space
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* coordinates and translated to the appropriate location within the {@code MapView}.
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*
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* @param tpf Time per frame, representing the time elapsed since the last frame.
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*/
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@Override
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protected void controlUpdate(float tpf) {
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Vector3f shellPos = shell.getPosition();
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Position viewPos = view.modelToView(shellPos.x, shellPos.z);
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spatial.setLocalTranslation(viewPos.getX() + MapView.FIELD_SIZE / 2, viewPos.getY() + MapView.FIELD_SIZE / 2, 0);
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}
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@Override
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protected void controlRender(RenderManager rm, ViewPort vp) {
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// No rendering-specific behavior required for this control
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}
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}
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@@ -0,0 +1,51 @@
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package pp.battleship.client.gui;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.scene.control.AbstractControl;
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import pp.battleship.model.Shell;
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import static pp.util.FloatMath.PI;
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/**
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* Controls the 3D representation of a {@code Shell} in the game, updating its position
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* and rotation based on the shell's current state in the game model. The {@code ShellControl}
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* class ensures that the spatial associated with the shell is positioned and oriented correctly
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* within the world.
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*/
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public class ShellControl extends AbstractControl {
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private final Shell shell;
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/**
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* Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
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*
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* @param shell The {@code Shell} being visualized and controlled.
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*/
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public ShellControl(Shell shell){
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super();
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this.shell = shell;
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}
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/**
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* Updates the 3D position and rotation of the shell based on its current state.
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* Converts map coordinates to world coordinates and applies the shell's orientation.
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*
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* @param tpf Time per frame, representing the elapsed time since the last update.
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*/
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@Override
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protected void controlUpdate(float tpf) {
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Vector3f pos = shell.getPosition();
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Vector3f fixed = new Vector3f(pos.z + 0.5f, pos.y, pos.x + 0.5f);
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fixed.setY(pos.y);
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spatial.setLocalTranslation(fixed);
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spatial.setLocalRotation(shell.getRotation());
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spatial.rotate(PI/2,0,0);
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}
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@Override
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protected void controlRender(RenderManager rm, ViewPort vp) {
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// No rendering-specific behavior required for this control
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}
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}
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