207 lines
8.6 KiB
C++
207 lines
8.6 KiB
C++
//
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// Copyright (c) 2008-2021 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/AngelScript/Script.h>
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#include <Urho3D/AngelScript/ScriptFile.h>
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#include <Urho3D/AngelScript/ScriptInstance.h>
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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/Graphics/Zone.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/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 "AngelScriptIntegration.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(AngelScriptIntegration)
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AngelScriptIntegration::AngelScriptIntegration(Context* context) :
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Sample(context)
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{
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// Instantiate and register the AngelScript subsystem so that we can use the ScriptInstance component
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context_->RegisterSubsystem(new Script(context_));
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}
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void AngelScriptIntegration::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 AngelScriptIntegration::CreateScene()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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// Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
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// (-1000, -1000, -1000) to (1000, 1000, 1000)
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scene_->CreateComponent<Octree>();
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// Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
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// it also defines its volume with a bounding box, but can be rotated (so it does not need to be aligned to the world X, Y
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// and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist
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Node* zoneNode = scene_->CreateChild("Zone");
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auto* zone = zoneNode->CreateComponent<Zone>();
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// Set same volume as the Octree, set a close bluish fog and some ambient light
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zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
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zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
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zone->SetFogStart(10.0f);
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zone->SetFogEnd(100.0f);
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// Create randomly positioned and oriented box StaticModels in the scene
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const unsigned NUM_OBJECTS = 2000;
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for (unsigned i = 0; i < NUM_OBJECTS; ++i)
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{
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Node* boxNode = scene_->CreateChild("Box");
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boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
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// Orient using random pitch, yaw and roll Euler angles
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boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
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auto* boxObject = boxNode->CreateComponent<StaticModel>();
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boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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// Add our custom Rotator script object (using the ScriptInstance C++ component to instantiate / store it) which will
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// rotate the scene node each frame, when the scene sends its update event
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auto* instance = boxNode->CreateComponent<ScriptInstance>();
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instance->CreateObject(cache->GetResource<ScriptFile>("Scripts/Utilities/Rotator.as"), "Rotator");
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// Call the script object's "SetRotationSpeed" function. Function arguments need to be passed in a VariantVector
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VariantVector parameters;
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parameters.Push(Vector3(10.0f, 20.0f, 30.0f));
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instance->Execute("void SetRotationSpeed(const Vector3&in)", parameters);
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}
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// Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
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// bring the far clip plane closer for more effective culling of distant objects
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cameraNode_ = scene_->CreateChild("Camera");
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auto* camera = cameraNode_->CreateComponent<Camera>();
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camera->SetFarClip(100.0f);
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// Create a point light to the camera scene node
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auto* light = cameraNode_->CreateComponent<Light>();
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light->SetLightType(LIGHT_POINT);
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light->SetRange(30.0f);
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}
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void AngelScriptIntegration::CreateInstructions()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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auto* 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 AngelScriptIntegration::SetupViewport()
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{
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auto* renderer = GetSubsystem<Renderer>();
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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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 AngelScriptIntegration::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(AngelScriptIntegration, HandleUpdate));
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}
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void AngelScriptIntegration::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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auto* 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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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 AngelScriptIntegration::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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