/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.scenes.scene2d.actions;
import com.badlogic.gdx.math.MathUtils;
/** Sets the actor's rotation from its current value to a specific value.
*
* By default, the rotation will take you from the starting value to the specified value via simple subtraction. For example,
* setting the start at 350 and the target at 10 will result in 340 degrees of movement.
*
* If the action is instead set to useShortestDirection instead, it will rotate straight to the target angle, regardless of where
* the angle starts and stops. For example, starting at 350 and rotating to 10 will cause 20 degrees of rotation.
*
* @see com.badlogic.gdx.math.MathUtils#lerpAngleDeg(float, float, float)
*
* @author Nathan Sweet */
public class RotateToAction extends TemporalAction {
private float start, end;
private boolean useShortestDirection = false;
public RotateToAction () {
}
/** @param useShortestDirection Set to true to move directly to the closest angle */
public RotateToAction (boolean useShortestDirection) {
this.useShortestDirection = useShortestDirection;
}
@Override
protected void begin () {
start = target.getRotation();
}
@Override
protected void update (float percent) {
if (useShortestDirection)
target.setRotation(MathUtils.lerpAngleDeg(this.start, this.end, percent));
else
target.setRotation(start + (end - start) * percent);
}
public float getRotation () {
return end;
}
public void setRotation (float rotation) {
this.end = rotation;
}
public boolean isUseShortestDirection () {
return useShortestDirection;
}
public void setUseShortestDirection (boolean useShortestDirection) {
this.useShortestDirection = useShortestDirection;
}
}