text: //
  // Copyright (c) 2008-2015 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 <Urho3D/Urho3D.h>
  
  #include <Urho3D/Scene/Scene.h>
  #include <Urho3D/Scene/SceneEvents.h>
  
  #include "Rotator.h"
  
  #include <Urho3D/DebugNew.h>
  
  Rotator::Rotator(Context* context) :
      LogicComponent(context),
      rotationSpeed_(Vector3::ZERO)
  {
      // Only the scene update event is needed: unsubscribe from the rest for optimization
      SetUpdateEventMask(USE_UPDATE);
  }
  
  void Rotator::SetRotationSpeed(const Vector3& speed)
  {
      rotationSpeed_ = speed;
  }
  
  void Rotator::Update(float timeStep)
  {
      // 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));
  }
  