Rotator.cpp 1.9 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include <Atomic/Scene/Scene.h>
  24. #include "Rotator.h"
  25. #include <Atomic/DebugNew.h>
  26. Rotator::Rotator(Context* context) :
  27. LogicComponent(context),
  28. rotationSpeed_(Vector3::ZERO)
  29. {
  30. // Only the scene update event is needed: unsubscribe from the rest for optimization
  31. SetUpdateEventMask(USE_UPDATE);
  32. }
  33. void Rotator::SetRotationSpeed(const Vector3& speed)
  34. {
  35. rotationSpeed_ = speed;
  36. }
  37. void Rotator::Update(float timeStep)
  38. {
  39. // Components have their scene node as a member variable for convenient access. Rotate the scene node now: construct a
  40. // rotation quaternion from Euler angles, scale rotation speed with the scene update time step
  41. node_->Rotate(Quaternion(rotationSpeed_.x_ * timeStep, rotationSpeed_.y_ * timeStep, rotationSpeed_.z_ * timeStep));
  42. }