// // Copyright (c) 2008-2017 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. // #pragma once #include // All Urho3D classes reside in namespace Urho3D using namespace Urho3D; /// Custom logic component for rotating a scene node. class Rotator : public LogicComponent { URHO3D_OBJECT(Rotator, LogicComponent); public: /// Construct. Rotator(Context* context); /// Set rotation speed about the Euler axes. Will be scaled with scene update time step. void SetRotationSpeed(const Vector3& speed); /// Handle scene update. Called by LogicComponent base class. virtual void Update(float timeStep) override; /// Return rotation speed. const Vector3& GetRotationSpeed() const { return rotationSpeed_; } private: /// Rotation speed. Vector3 rotationSpeed_; };