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+//
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+// Copyright (c) 2008-2014 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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+
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+#include "Camera.h"
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+#include "CollisionBox2D.h"
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+#include "CollisionEdge2D.h"
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+#include "ConstraintRevolute2D.h"
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+#include "ConstraintRope2D.h"
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+#include "CoreEvents.h"
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+#include "DebugRenderer.h"
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+#include "Engine.h"
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+#include "Font.h"
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+#include "Graphics.h"
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+#include "Input.h"
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+#include "Octree.h"
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+#include "PhysicsWorld2D.h"
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+#include "Renderer.h"
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+#include "RigidBody2D.h"
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+#include "Scene.h"
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+#include "SceneEvents.h"
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+#include "Text.h"
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+#include "Urho2DPhysicsRope.h"
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+
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+#include "DebugNew.h"
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+
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+DEFINE_APPLICATION_MAIN(Urho2DPhysicsRope)
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+
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+static const unsigned NUM_OBJECTS = 10;
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+
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+Urho2DPhysicsRope::Urho2DPhysicsRope(Context* context) : Sample(context)
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+{
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+}
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+
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+void Urho2DPhysicsRope::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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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 Urho2DPhysicsRope::CreateScene()
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+{
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+ scene_ = new Scene(context_);
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+ scene_->CreateComponent<Octree>();
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+ scene_->CreateComponent<DebugRenderer>();
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+ // Create camera node
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+ cameraNode_ = scene_->CreateChild("Camera");
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+ // Set camera's position
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+ cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -10.0f));
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+
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+ Camera* camera = cameraNode_->CreateComponent<Camera>();
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+ camera->SetOrthographic(true);
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+
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+ Graphics* graphics = GetSubsystem<Graphics>();
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+ float width = (float)graphics->GetWidth();
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+ float height = (float)graphics->GetHeight();
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+ camera->SetOrthoSize(Vector2(width, height) * 0.05f);
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+
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+ // Create 2D physics world component
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+ PhysicsWorld2D* physicsWorld = scene_->CreateComponent<PhysicsWorld2D>();
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+ physicsWorld->SetDrawJoint(true);
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+
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+ // Create ground
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+ Node* groundNode = scene_->CreateChild("Ground");
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+ // Create 2D rigid body for gound
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+ RigidBody2D* groundBody = groundNode->CreateComponent<RigidBody2D>();
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+ // Create edge collider for ground
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+ CollisionEdge2D* groundShape = groundNode->CreateComponent<CollisionEdge2D>();
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+ groundShape->SetVertices(Vector2(-40.0f, 0.0f), Vector2(40.0f, 0.0f));
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+
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+ const float y = 15.0f;
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+ RigidBody2D* prevBody = groundBody;
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+
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+ for (unsigned i = 0; i < NUM_OBJECTS; ++i)
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+ {
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+ Node* node = scene_->CreateChild("RigidBody");
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+
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+ // Create rigid body
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+ RigidBody2D* body = node->CreateComponent<RigidBody2D>();
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+ body->SetBodyType(BT_DYNAMIC);
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+
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+ // Create box
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+ CollisionBox2D* box = node->CreateComponent<CollisionBox2D>();
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+ // Set friction
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+ box->SetFriction(0.2f);
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+ // Set mask bits.
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+ box->SetMaskBits(0xFFFF & ~0x0002);
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+
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+ if (i == NUM_OBJECTS - 1)
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+ {
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+ node->SetPosition(Vector3(1.0f * i, y, 0.0f));
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+ body->SetAngularDamping(0.4f);
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+ box->SetSize(3.0f, 3.0f);
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+ box->SetDensity(100.0f);
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+ box->SetCategoryBits(0x0002);
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+ }
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+ else
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+ {
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+ node->SetPosition(Vector3(0.5f + 1.0f * i, y, 0.0f));
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+ box->SetSize(1.0f, 0.25f);
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+ box->SetDensity(20.0f);
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+ box->SetCategoryBits(0x0001);
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+ }
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+
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+ ConstraintRevolute2D* joint = node->CreateComponent<ConstraintRevolute2D>();
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+ joint->SetOtherBody(prevBody);
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+ joint->SetAnchorPoint(Vector2(float(i), y));
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+ joint->SetCollideConnected(false);
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+
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+ prevBody = body;
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+ }
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+
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+ ConstraintRope2D* constraintRope = groundNode->CreateComponent<ConstraintRope2D>();
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+ constraintRope->SetOtherBody(prevBody);
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+ constraintRope->SetOwnerBodyAnchor(Vector2(0.0f, y));
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+ constraintRope->SetMaxLength(NUM_OBJECTS - 1.0f + 0.01f);
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+}
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+
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+void Urho2DPhysicsRope::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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+
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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 to move, Use PageUp PageDown to zoom.");
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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->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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+
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+void Urho2DPhysicsRope::SetupViewport()
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+{
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+ Renderer* renderer = GetSubsystem<Renderer>();
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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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+ 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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+
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+void Urho2DPhysicsRope::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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+
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+ Input* input = GetSubsystem<Input>();
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 4.0f;
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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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+ // Use the TranslateRelative() function to move relative to the node's orientation. Alternatively we could
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+ // multiply the desired direction with the node's orientation quaternion, and use just Translate()
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+ if (input->GetKeyDown('W'))
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+ cameraNode_->TranslateRelative(Vector3::UP * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('S'))
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+ cameraNode_->TranslateRelative(Vector3::DOWN* MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('A'))
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+ cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('D'))
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+ cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
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+
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+ if (input->GetKeyDown(KEY_PAGEUP))
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+ {
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+ Camera* camera = cameraNode_->GetComponent<Camera>();
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+ camera->SetZoom(camera->GetZoom() * 1.01f);
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+ }
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+
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+ if (input->GetKeyDown(KEY_PAGEDOWN))
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+ {
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+ Camera* camera = cameraNode_->GetComponent<Camera>();
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+ camera->SetZoom(camera->GetZoom() * 0.99f);
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+ }
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+}
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+
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+void Urho2DPhysicsRope::SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent(E_UPDATE, HANDLER(Urho2DPhysicsRope, HandleUpdate));
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+}
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+
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+void Urho2DPhysicsRope::HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace Update;
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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[P_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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+ PhysicsWorld2D* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
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+ physicsWorld->DrawDebugGeometry();
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+}
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