📄 rotationcontroller.java
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/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme.input.controls.controller;
import com.jme.input.controls.GameControl;
import com.jme.math.FastMath;
import com.jme.math.Quaternion;
import com.jme.math.Vector3f;
import com.jme.scene.Controller;
import com.jme.scene.Spatial;
/**
* @author Matthew D. Hicks
*/
public class RotationController extends Controller {
private static final long serialVersionUID = -911814334954766964L;
private Spatial spatial;
private GameControl positive;
private GameControl negative;
private float multiplier;
private Quaternion quat;
private Vector3f dir;
public RotationController(Spatial spatial, GameControl positive, GameControl negative, float multiplier, final Axis axis) {
this.spatial = spatial;
this.positive = positive;
this.negative = negative;
this.multiplier = multiplier;
quat = new Quaternion();
if (axis == Axis.X) {
dir = new Vector3f(1.0f, 0.0f, 0.0f);
} else if (axis == Axis.Y) {
dir = new Vector3f(0.0f, 1.0f, 0.0f);
} else if (axis == Axis.Z) {
dir = new Vector3f(0.0f, 0.0f, 1.0f);
} else {
throw new RuntimeException("Unknown axis: " + axis);
}
}
public void update(float time) {
float value = positive.getValue() - negative.getValue();
float delta = (value * time) * multiplier;
if (value != 0.0f) {
quat.fromAngleAxis(delta * FastMath.PI, dir);
spatial.getLocalRotation().multLocal(quat);
}
}
public GameControl getPositive() {
return positive;
}
public void setPositive(GameControl positive) {
this.positive = positive;
}
public GameControl getNegative() {
return negative;
}
public void setNegative(GameControl negative) {
this.negative = negative;
}
public float getMultiplier() {
return multiplier;
}
public void setMultiplier(float multiplier) {
this.multiplier = multiplier;
}
public Spatial getSpatial() {
return spatial;
}
public void setSpatial(Spatial spatial) {
this.spatial = spatial;
}
}
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