public void HandleTurnRequest( TurnRequest request ) { Travel.EndAngle = Utils.Wrap( Travel.EndAngle + request.Rotation, 0, Constants.TwoPi ); }
public void HandleRotation( TurnRequest rotation ) { float x = Functions.Cos( rotation.Rotation ); float z = Functions.Sin( rotation.Rotation ); m_ZAxis = new Vector3( x, 0, z ); m_XAxis = Vector3.Cross( m_YAxis, m_ZAxis ).MakeNormal( ); }