// // Copyright (c) 2008-2013 the Urho3D project. // // 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. // #include "Rotator.h" #include "Scene.h" #include "SceneEvents.h" #include "DebugNew.h" Rotator::Rotator(Context* context) : Component(context), rotationSpeed_(Vector3::ZERO) { } void Rotator::SetRotationSpeed(const Vector3& speed) { rotationSpeed_ = speed; } void Rotator::OnNodeSet(Node* node) { // If the node pointer is nonzero, this component has been created into a scene node. Subscribe to the variable timestep // scene update event now. If the node pointer is zero, the component is being removed from a scene node at destruction // time. In that case we do nothing if (node) { Scene* scene = node->GetScene(); // The scene pointer will be nonzero if the scene node belongs to a scene (it is also legal to create free-standing // scene nodes) if (scene) SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(Rotator, HandleSceneUpdate)); } } void Rotator::HandleSceneUpdate(StringHash eventType, VariantMap& eventData) { // Get the timestep from the update event using namespace SceneUpdate; float timeStep = eventData[P_TIMESTEP].GetFloat(); // Components have their scene node as a member variable for convenient access. Rotate the scene node now: construct a // rotation quaternion from Euler angles, scale rotation speed with the scene update time step node_->Rotate(Quaternion(rotationSpeed_.x_ * timeStep, rotationSpeed_.y_ * timeStep, rotationSpeed_.z_ * timeStep)); }