void RotatingWorldModel::Update() { // Handle the first update if (m_bFirstUpdate) FirstUpdate(); LTFLOAT fUpdateDelta = RWM_UPDATE_DELTA; switch (m_eState) { case RWM_SPINUP: UpdateSpinUp(); break; case RWM_SPINDOWN: UpdateSpinDown(); break; case RWM_OFF: fUpdateDelta = 0.0f; break; case RWM_NORMAL: default: UpdateNormalRotation(); break; } SetNextUpdate(fUpdateDelta); }
void Rotating::Update() { CServerDE* pServerDE = BaseClass::GetServerDE(); if (!pServerDE) return; DFLOAT fUpdateDelta = RWM_UPDATE_DELTA; switch (m_eState) { case RWM_SPINUP: UpdateSpinUp(); break; case RWM_SPINDOWN: UpdateSpinDown(); break; case RWM_OFF: fUpdateDelta = 0.0f; break; case RWM_NORMAL: default: UpdateNormalRotation(); break; } if (fUpdateDelta) pServerDE->SetNextUpdate(m_hObject, fUpdateDelta); }