216 строки
9.6 KiB
C++
216 строки
9.6 KiB
C++
//
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// Copyright (c) 2008-2017 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/Material.h>
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#include <Urho3D/Graphics/Model.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Graphics/StaticModel.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/Scene/ValueAnimation.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include "MaterialAnimation.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(MaterialAnimation)
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MaterialAnimation::MaterialAnimation(Context* context) :
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Sample(context)
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{
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}
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void MaterialAnimation::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateInstructions();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Hook up to the frame update events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_RELATIVE);
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}
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void MaterialAnimation::CreateScene()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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// Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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// show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
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// is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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// optimizing manner
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scene_->CreateComponent<Octree>();
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// Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
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// plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
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// (100 x 100 world units)
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Node* planeNode = scene_->CreateChild("Plane");
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planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
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StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
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planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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// Create a directional light to the world so that we can see something. The light scene node's orientation controls the
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// light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
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// The light will use default settings (white light, no shadows)
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
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Light* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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// Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
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// quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
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// LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
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// see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
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// same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
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// scene.
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Material* mushroomMat = cache->GetResource<Material>("Materials/Mushroom.xml");
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// Apply shader parameter animation to material
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SharedPtr<ValueAnimation> specColorAnimation(new ValueAnimation(context_));
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specColorAnimation->SetKeyFrame(0.0f, Color(0.1f, 0.1f, 0.1f, 16.0f));
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specColorAnimation->SetKeyFrame(1.0f, Color(1.0f, 0.0f, 0.0f, 2.0f));
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specColorAnimation->SetKeyFrame(2.0f, Color(1.0f, 1.0f, 0.0f, 2.0f));
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specColorAnimation->SetKeyFrame(3.0f, Color(0.1f, 0.1f, 0.1f, 16.0f));
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// Optionally associate material with scene to make sure shader parameter animation respects scene time scale
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mushroomMat->SetScene(scene_);
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mushroomMat->SetShaderParameterAnimation("MatSpecColor", specColorAnimation);
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const unsigned NUM_OBJECTS = 200;
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for (unsigned i = 0; i < NUM_OBJECTS; ++i)
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{
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Node* mushroomNode = scene_->CreateChild("Mushroom");
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mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
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mushroomNode->SetScale(0.5f + Random(2.0f));
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StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
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mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
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mushroomObject->SetMaterial(mushroomMat);
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}
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// Create a scene node for the camera, which we will move around
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// The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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cameraNode_ = scene_->CreateChild("Camera");
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cameraNode_->CreateComponent<Camera>();
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// Set an initial position for the camera scene node above the plane
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cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
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}
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void MaterialAnimation::CreateInstructions()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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UI* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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Text* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText("Use WASD keys and mouse/touch to move");
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instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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// Position the text relative to the screen center
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instructionText->SetHorizontalAlignment(HA_CENTER);
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instructionText->SetVerticalAlignment(VA_CENTER);
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instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void MaterialAnimation::SetupViewport()
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{
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Renderer* renderer = GetSubsystem<Renderer>();
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
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// at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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// use, but now we just use full screen and default render path configured in the engine command line options
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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}
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void MaterialAnimation::MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (GetSubsystem<UI>()->GetFocusElement())
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return;
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Input* input = GetSubsystem<Input>();
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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IntVector2 mouseMove = input->GetMouseMove();
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yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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// Use the Translate() function (default local space) to move relative to the node's orientation.
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if (input->GetKeyDown(KEY_W))
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cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_S))
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cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_A))
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cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_D))
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cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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}
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void MaterialAnimation::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(MaterialAnimation, HandleUpdate));
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}
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void MaterialAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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}
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