SceneObjectRotateToEvent.h 2.8 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _SCENE_OBJECT_ROTATE_TO_EVENT_H_
  23. #define _SCENE_OBJECT_ROTATE_TO_EVENT_H_
  24. #ifndef _SCENE_OBJECT_H_
  25. #include "2d/sceneobject/SceneObject.h"
  26. #endif
  27. //-----------------------------------------------------------------------------
  28. class SceneObjectRotateToEvent : public SimEvent
  29. {
  30. public:
  31. SceneObjectRotateToEvent( const F32 targetAngle, const bool autoStop, const bool warpToTarget ) :
  32. mAutoStop( autoStop ),
  33. mWarpToTarget( warpToTarget ),
  34. mTargetAngle( targetAngle ) {}
  35. virtual ~SceneObjectRotateToEvent() {};
  36. virtual void process(SimObject *object)
  37. {
  38. // Fetch scene object.
  39. SceneObject* pSceneObject = (dynamic_cast<SceneObject*>(object));
  40. if (pSceneObject == NULL )
  41. return;
  42. // Are we auto stopping?
  43. if ( mAutoStop )
  44. {
  45. // Yes, so angular velocity.
  46. pSceneObject->setAngularVelocity( 0.0f );
  47. }
  48. // Are we warping to target?
  49. if ( mWarpToTarget )
  50. {
  51. // Yes, so set angle to the target.
  52. pSceneObject->setAngle( mTargetAngle );
  53. }
  54. // Reset event Id.
  55. pSceneObject->mRotateToEventId = 0;
  56. // Script callback.
  57. Con::executef( object, 2, "onRotateToComplete", Con::getFloatArg((mRadToDeg(mTargetAngle))) );
  58. }
  59. private:
  60. F32 mTargetAngle;
  61. bool mAutoStop;
  62. bool mWarpToTarget;
  63. };
  64. #endif // _SCENE_OBJECT_ROTATE_TO_EVENT_H_