}
desiredDirection.xCoord = desiredDirection.xCoord * Math.signum(forwardkey) + strafeX * Math.signum(strafekey);
desiredDirection.yCoord = flightVerticality * desiredDirection.yCoord * Math.signum(forwardkey) + (jumpkey ? 1 : 0) - (downkey ? 1 : 0);
desiredDirection.zCoord = desiredDirection.zCoord * Math.signum(forwardkey) + strafeZ * Math.signum(strafekey);
desiredDirection = desiredDirection.normalize();
// Gave up on this... I suck at math apparently
// double ux = player.motionX / thrust;
// double uy = player.motionY / thrust;
// double uz = player.motionZ / thrust;
// double vx = desiredDirection.xCoord;