// // Copyright (c) 2008-2021 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Sample.h" namespace Urho3D { class Node; class Scene; } /// Animating 3D scene example with script integration. /// This sample demonstrates: /// - Initializing the AngelScript scripting subsystem /// - Creating a 3D scene and using a script object to animate the objects class AngelScriptIntegration : public Sample { URHO3D_OBJECT(AngelScriptIntegration, Sample); public: /// Construct. explicit AngelScriptIntegration(Context* context); /// Setup after engine initialization and before running the main loop. void Start() override; private: /// Construct the scene content. void CreateScene(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Set up a viewport for displaying the scene. void SetupViewport(); /// Subscribe to application-wide logic update events. void SubscribeToEvents(); /// Read input and moves the camera. void MoveCamera(float timeStep); /// Handle the logic update event. void HandleUpdate(StringHash eventType, VariantMap& eventData); };