//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SCENE_OBJECT_ROTATE_TO_EVENT_H_ #define _SCENE_OBJECT_ROTATE_TO_EVENT_H_ #ifndef _SCENE_OBJECT_H_ #include "2d/sceneobject/SceneObject.h" #endif //----------------------------------------------------------------------------- class SceneObjectRotateToEvent : public SimEvent { public: SceneObjectRotateToEvent( const F32 targetAngle, const bool autoStop, const bool warpToTarget ) : mAutoStop( autoStop ), mWarpToTarget( warpToTarget ), mTargetAngle( targetAngle ) {} virtual ~SceneObjectRotateToEvent() {}; virtual void process(SimObject *object) { // Fetch scene object. SceneObject* pSceneObject = (dynamic_cast(object)); if (pSceneObject == NULL ) return; // Are we auto stopping? if ( mAutoStop ) { // Yes, so angular velocity. pSceneObject->setAngularVelocity( 0.0f ); } // Are we warping to target? if ( mWarpToTarget ) { // Yes, so set angle to the target. pSceneObject->setAngle( mTargetAngle ); } // Reset event Id. pSceneObject->mRotateToEventId = 0; // Script callback. Con::executef( object, 2, "onRotateToComplete", Con::getFloatArg((mRadToDeg(mTargetAngle))) ); } private: F32 mTargetAngle; bool mAutoStop; bool mWarpToTarget; }; #endif // _SCENE_OBJECT_ROTATE_TO_EVENT_H_