Rotator.cpp 1.9 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  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 deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // 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 FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Urho3D/Urho3D.h>
  23. #include <Urho3D/Scene/Scene.h>
  24. #include <Urho3D/Scene/SceneEvents.h>
  25. #include "Rotator.h"
  26. #include <Urho3D/DebugNew.h>
  27. Rotator::Rotator(Context* context) :
  28. LogicComponent(context),
  29. rotationSpeed_(Vector3::ZERO)
  30. {
  31. // Only the scene update event is needed: unsubscribe from the rest for optimization
  32. SetUpdateEventMask(USE_UPDATE);
  33. }
  34. void Rotator::SetRotationSpeed(const Vector3& speed)
  35. {
  36. rotationSpeed_ = speed;
  37. }
  38. void Rotator::Update(float timeStep)
  39. {
  40. // Components have their scene node as a member variable for convenient access. Rotate the scene node now: construct a
  41. // rotation quaternion from Euler angles, scale rotation speed with the scene update time step
  42. node_->Rotate(Quaternion(rotationSpeed_.x_ * timeStep, rotationSpeed_.y_ * timeStep, rotationSpeed_.z_ * timeStep));
  43. }