def reshape(width, height):
    """ passt Inhalt der Szene an Viewport an """
    global WIDTH, HEIGHT, perspectiveMatrix
    WIDTH, HEIGHT = width, height
    if height == 0:
        height = 1
    aspect = float(width) / height
    glViewport(0, 0, width, height)
    perspectiveMatrix = g.perspectiveMatrix(45, aspect, NEARPLANE, FARPLANE)
 def initCamera(self):
     
     self.mvMat = geo.lookAtMatrix(self.e[0], self.e[1], self.e[2], 
                                  self.c[0], self.c[1], self.c[2], 
                                  self.up[0], self.up[1], self.up[2])
     
     self.pMat = geo.perspectiveMatrix(self.fovy, self.aspect, 0.1, 30)
     
     print "cam initialisiert"
             'i': False, 'k': False, 'l': False, 'j': False}

# Initialize Cameras
camList = [FreeCamera((0, -1, -5), (0, -0.1, 0), (0, 1, 0)),
           HeliCamera(5, 1),  # back top cam
           HeliCamera(5, 0),  # back cam
           HeliCamera(-0.1, 0.6),  # rotor cam
           ActionCamera((0, 0, 0)),
           ActionCamera((-GAMESIZE * 0.1, GAMESIZE * 0.1, GAMESIZE * 0.1)),
           ActionCamera((-GAMESIZE * 0.04, 0, GAMESIZE * 0.04)),
           ActionCamera((1, GAMESIZE * 0.4, 1))]

actCam = 2  # counter for actual camera

perspectiveMatrix =\
g.perspectiveMatrix(45, WIDTH / HEIGHT, NEARPLANE, FARPLANE)

HELI_OBJ_FILE = 'heli_data/HELICOPTER500D.obj'

axis = [1, 0, 0]
actOri = g.identity()
angle = 0
moveP = (0.1, 0.1, 0.1)


def init():
    """ erstellt Spielobjekte und setzt OpenGL Zustaende """
    global skybox, helicopter, helipad, space, helipad2
    initShader()
    ### create objects for simulation
    skybox = Skybox(shader['image'], TEXTURE_LOCATION, GAMESIZE)