okay, here it is

Code:
 void MHonforceandtorque(NewtonBody* body)
{
float mass, ixx, iyy, izz;
NewtonBodyGetMassMatrix(body, &mass, &ixx, &iyy, &izz);
NewtonBodySetAutoFreeze (MH.NewtonChar, 0);

vec_set(temp_vec,vector(MH.keyX*100, MH.keyY*100,-mass*5));
vec_rotate(temp_vec,MH.model.pan);
NewtonBodySetForce(MH.NewtonChar,vectorf(temp_vec.x,temp_vec.y,temp_vec.z));

// damping
NewtonBodySetLinearDamping (MH.NewtonChar, 0.9);

// rotating
NewtonBodySetOmega(MH.NewtonChar, vectorf(0,0,-MH.mouseX*5));

// // speed limit
NewtonBodyGetVelocity(MH.NewtonChar, velocity);
temp_vec2.x = velocity[0];
temp_vec2.y = velocity[1];
temp_vec2.z = velocity[2];
// NewtonBodySetVelocity(MH.NewtonChar,vectorf(temp_vec2.x,temp_vec2.y,temp_vec2.z));

}

function player_init()
{
// MH.model = me;
MH.handler = handle(MH.model);
MH.NewtonChar = newton_addentity(MH.model, 10, NEWTON_SPHERE, MHonforceandtorque);

NewtonBodySetMassMatrix (MH.NewtonChar, 10.0, 10.0, 10.0, 10.0);

NewtonBodySetAngularDamping (MH.NewtonChar, vector(100,100,100));
}






PS:i use omega to move entity exactly as mouse moves ;-)

Last edited by VeT; 11/04/07 18:24.

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