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+// Render to texture example
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+// This sample demonstrates:
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+// - Creating two 3D scenes and rendering the other into a texture;
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+// - Creating rendertarget textures and materials programmatically;
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+
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+#include "Utilities/Sample.as"
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+
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+Scene@ scene_;
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+Scene@ rttScene_;
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+Node@ cameraNode;
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+Node@ rttCameraNode;
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+float yaw = 0.0f;
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+float pitch = 0.0f;
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+
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+void Start()
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+{
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+ // Execute the common startup for samples
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+ SampleStart();
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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ // Create the UI content
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+ CreateInstructions();
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+
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+ // Setup the viewport for displaying the scene
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+ SetupViewport();
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+
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+ // Hook up to the frame update events
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+ SubscribeToEvents();
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+}
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+
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+void CreateScene()
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+{
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+ {
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+ // Create the scene which will be rendered to a texture
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+ rttScene_ = Scene();
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+
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+ // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ rttScene_.CreateComponent("Octree");
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+
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+ // Create a Zone for ambient light & fog control
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+ Node@ zoneNode = rttScene_.CreateChild("Zone");
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+ Zone@ 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.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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+ zone.ambientColor = Color(0.05f, 0.1f, 0.15f);
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+ zone.fogColor = Color(0.1f, 0.2f, 0.3f);
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+ zone.fogStart = 10.0f;
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+ zone.fogEnd = 100.0f;
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+
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+ // Create randomly positioned and oriented box StaticModels in the scene
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+ const uint NUM_OBJECTS = 2000;
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+ for (uint i = 0; i < NUM_OBJECTS; ++i)
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+ {
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+ Node@ boxNode = rttScene_.CreateChild("Box");
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+ boxNode.position = 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.rotation = Quaternion(Random(360.0f), Random(360.0f), Random(360.0f));
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+ StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
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+ boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
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+ boxObject.material = cache.GetResource("Material", "Materials/Stone.xml");
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+
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+ // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
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+ // Simply set same rotation speed for all objects
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+ Rotator@ rotator = cast<Rotator>(boxNode.CreateScriptObject(scriptFile, "Rotator"));
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+ rotator.rotationSpeed = Vector3(10.0f, 20.0f, 30.0f);
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+ }
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+
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+ // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
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+ rttCameraNode = rttScene_.CreateChild("Camera");
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+ Camera@ camera = rttCameraNode.CreateComponent("Camera");
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+ camera.farClip = 100.0f;
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+
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+ // Create a point light to the camera scene node
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+ Light@ light = rttCameraNode.CreateComponent("Light");
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+ light.lightType = LIGHT_POINT;
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+ light.range = 30.0f;
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+ }
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+
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+ {
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+ // Create the scene in which we move around
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+ scene_ = Scene();
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+
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+ // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ scene_.CreateComponent("Octree");
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+
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+ // Create a Zone component for ambient lighting & fog control
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+ Node@ zoneNode = scene_.CreateChild("Zone");
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+ Zone@ zone = zoneNode.CreateComponent("Zone");
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+ zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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+ zone.ambientColor = Color(0.1f, 0.1f, 0.1f);
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+ zone.fogStart = 100.0f;
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+ zone.fogEnd = 300.0f;
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+
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+ // Create a directional light without shadows
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+ Node@ lightNode = scene_.CreateChild("DirectionalLight");
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+ lightNode.direction = Vector3(0.5f, -1.0f, 0.5f);
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+ Light@ light = lightNode.CreateComponent("Light");
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+ light.lightType = LIGHT_DIRECTIONAL;
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+ light.color = Color(0.2f, 0.2f, 0.2f);
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+ light.specularIntensity = 1.0f;
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+
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+ // Create a "floor" consisting of several tiles
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+ for (int y = -5; y <= 5; ++y)
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+ {
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+ for (int x = -5; x <= 5; ++x)
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+ {
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+ Node@ floorNode = scene_.CreateChild("FloorTile");
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+ floorNode.position = Vector3(x * 20.5f, -0.5f, y * 20.5f);
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+ floorNode.scale = Vector3(20.0f, 1.0f, 20.f);
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+ StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
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+ floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
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+ floorObject.material = cache.GetResource("Material", "Materials/Stone.xml");
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+ }
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+ }
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+
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+ // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
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+ // and a plane for the actual view
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+ {
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+ Node@ boxNode = scene_.CreateChild("ScreenBox");
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+ boxNode.position = Vector3(0.0f, 10.0f, 0.0f);
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+ boxNode.scale = Vector3(21.0f, 16.0f, 0.5f);
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+ StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
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+ boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
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+ boxObject.material = cache.GetResource("Material", "Materials/Stone.xml");
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+
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+ Node@ screenNode = scene_.CreateChild("Screen");
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+ screenNode.position = Vector3(0.0f, 10.0f, -0.27f);
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+ screenNode.rotation = Quaternion(-90.0f, 0.0f, 0.0f);
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+ screenNode.scale = Vector3(20.0f, 0.0f, 15.0f);
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+ StaticModel@ screenObject = screenNode.CreateComponent("StaticModel");
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+ screenObject.model = cache.GetResource("Model", "Models/Plane.mdl");
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+
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+ // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
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+ Texture2D@ renderTexture = Texture2D();
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+ renderTexture.SetSize(1024, 768, GetRGBFormat(), TEXTURE_RENDERTARGET);
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+ renderTexture.filterMode = FILTER_BILINEAR;
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+
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+ // Create a new material from scratch, use the diffuse unlit technique, assign the render texture
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+ // as its diffuse texture, then assign the material to the screen plane object
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+ Material@ renderMaterial = Material();
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+ renderMaterial.SetTechnique(0, cache.GetResource("Technique", "Techniques/DiffUnlit.xml"));
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+ renderMaterial.textures[TU_DIFFUSE] = renderTexture;
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+ screenObject.material = renderMaterial;
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+
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+ // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
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+ // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
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+ // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
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+ // in the main view
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+ RenderSurface@ surface = renderTexture.renderSurface;
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+ Viewport@ rttViewport = Viewport(rttScene_, rttCameraNode.GetComponent("Camera"));
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+ surface.viewports[0] = rttViewport;
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+ }
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+
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+ // Create the camera which we will move around. Limit far clip distance to match the fog
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+ cameraNode = scene_.CreateChild("Camera");
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+ Camera@ camera = cameraNode.CreateComponent("Camera");
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+ camera.farClip = 300.0f;
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+
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+ // Set an initial position for the camera scene node above the plane
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+ cameraNode.position = Vector3(0.0f, 7.0f, -30.0f);
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+ }
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+}
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+
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+void CreateInstructions()
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+{
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+ // Construct new Text object, set string to display and font to use
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+ Text@ instructionText = ui.root.CreateChild("Text");
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+ instructionText.text = "Use WASD keys and mouse to move";
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+ instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
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+
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+ // Position the text relative to the screen center
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+ instructionText.horizontalAlignment = HA_CENTER;
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+ instructionText.verticalAlignment = VA_CENTER;
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+ instructionText.SetPosition(0, ui.root.height / 4);
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+}
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+
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+void SetupViewport()
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+{
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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+ renderer.viewports[0] = viewport;
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+}
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+
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+void 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 (ui.focusElement !is null)
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+ return;
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+
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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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+
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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.mouseMove;
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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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+
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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.rotation = Quaternion(pitch, yaw, 0.0f);
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+
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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.keyDown['W'])
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+ cameraNode.TranslateRelative(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['S'])
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+ cameraNode.TranslateRelative(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['A'])
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+ cameraNode.TranslateRelative(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['D'])
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+ cameraNode.TranslateRelative(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+}
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+
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+void SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent("Update", "HandleUpdate");
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+}
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+
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+void HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData["TimeStep"].GetFloat();
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+
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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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+
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+// Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface
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+class Rotator : ScriptObject
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+{
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+ Vector3 rotationSpeed;
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+
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+ // Update is called during the variable timestep scene update
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+ void Update(float timeStep)
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+ {
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+ node.Rotate(Quaternion(rotationSpeed.x * timeStep, rotationSpeed.y * timeStep, rotationSpeed.z * timeStep));
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+ }
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+}
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