📄 keynoderotateleftaction.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.action;
import com.jme.math.Matrix3f;
import com.jme.math.Vector3f;
import com.jme.scene.Spatial;
/**
* <code>KeyNodeRotateLeftAction</code> rotates a node to the left. The axis
* of rotation is dependant on the setting of the lock axis. If no lock axis is
* set, the node rotates about it's y-axis. This will allow the node to roll.
* However, to prevent rolling, setting the lock axis to the world's y-axis (or
* any desired axis for that matter), will cause the node to rotate about the
* world. The locking of the axis is particularly useful for control schemes
* similar to first person shooters.
*
* @author Mark Powell
* @version $Id: KeyNodeRotateLeftAction.java,v 1.12 2004/08/22 02:00:34 cep21
* Exp $
*/
public class KeyNodeRotateLeftAction extends KeyInputAction {
//temporary variables to handle rotation
private static final Matrix3f incr = new Matrix3f();
private static final Matrix3f tempMa = new Matrix3f();
private static final Matrix3f tempMb = new Matrix3f();
private static final Vector3f tempVa = new Vector3f();
//the node to manipulate
private Spatial node;
//an optional axis to lock, preventing rolling on this axis.
private Vector3f lockAxis;
/**
* Constructor instantiates a new <code>KeyNodeRotateLeftAction</code>
* object using the node and speed parameters for it's attributes.
*
* @param node
* the node that will be affected by this action.
* @param speed
* the speed at which the node can move.
*/
public KeyNodeRotateLeftAction(Spatial node, float speed) {
this.node = node;
this.speed = speed;
}
/**
*
* <code>setLockAxis</code> allows a certain axis to be locked, meaning
* the camera will always be within the plane of the locked axis. For
* example, if the node is a first person camera, the user might lock the
* node's up vector. This will keep the node vertical with the ground.
*
* @param lockAxis
* the axis to lock - should be unit length (normalized).
*/
public void setLockAxis(Vector3f lockAxis) {
this.lockAxis = lockAxis;
}
/**
* <code>performAction</code> rotates the camera about it's up vector or
* lock axis at a speed of movement speed * time. Where time is the time
* between frames and 1 corresponds to 1 second.
*
* @see com.jme.input.action.KeyInputAction#performAction(InputActionEvent)
*/
public void performAction(InputActionEvent evt) {
if (lockAxis == null) {
node.getLocalRotation().getRotationColumn(1, tempVa);
tempVa.normalizeLocal();
incr.fromAngleNormalAxis(speed * evt.getTime(), tempVa);
} else {
incr.fromAngleNormalAxis(speed * evt.getTime(), lockAxis);
}
node.getLocalRotation().fromRotationMatrix(
incr.mult(node.getLocalRotation().toRotationMatrix(tempMa),
tempMb));
node.getLocalRotation().normalize();
}
}
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