// FUNCTION ======	inputHanding
void inputHanding(){
    float posstep = 0.1;
	SDL_Event event;
	while(SDL_PollEvent(&event)){
		if( event.type == SDL_KEYDOWN ){
            switch( event.key.keysym.sym ){
                case SDLK_ESCAPE: quit(); break;
                case SDLK_w: modelPos[1] +=posstep; break;
                case SDLK_s: modelPos[1] -=posstep; break;
                case SDLK_a: modelPos[0] +=posstep; break;
                case SDLK_d: modelPos[0] -=posstep; break;
                case SDLK_q: modelPos[2] +=posstep*10; break;
                case SDLK_e: modelPos[2] -=posstep*10; break;
                //case SDLK_r:  world.fireProjectile( warrior1 ); break;
            }
		}
		if( event.type == SDL_QUIT){ quit();  };
	}

	int dmx,dmy;
	SDL_GetMouseState( &mouseX, &mouseY );
    Uint32 buttons = SDL_GetRelativeMouseState( &dmx, &dmy);
    //printf( " %i %i \n", mx,my );
    float mouseRotSpeed = 0.01;
    if ( buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) {
        Quat4f q; q.fromTrackball( 0, 0, -dmx*mouseRotSpeed, dmy*mouseRotSpeed );
        //printf( " %i %i  (%3.3f,%3.3f,%3.3f,%3.3f) \n", dmx,dmy, q.x,q.y,q.z,q.w );
        //qCamera.qmul_T( q );
        qCamera.qmul( q );
        //qCamera.normalize();
    }
}