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- //-----------------------------------------------------------------------------
- // 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<SceneObject*>(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_
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