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257 lines
8.7 KiB
Rust
257 lines
8.7 KiB
Rust
//! Example 01. Simple scene.
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//!
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//! Difficulty: Easy.
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//!
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//! This example shows how to create simple scene with animated model.
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pub mod shared;
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use crate::shared::create_camera;
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use fyrox::event_loop::EventLoop;
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use fyrox::resource::model::{Model, ModelResourceExtension};
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use fyrox::resource::texture::Texture;
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use fyrox::{
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asset::manager::ResourceManager,
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core::{
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algebra::{Matrix4, UnitQuaternion, Vector3},
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color::Color,
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pool::Handle,
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sstorage::ImmutableString,
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},
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engine::{executor::Executor, GraphicsContext, GraphicsContextParams},
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event::{ElementState, Event, WindowEvent},
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event_loop::ControlFlow,
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gui::{
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message::MessageDirection,
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text::{TextBuilder, TextMessage},
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widget::WidgetBuilder,
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UiNode,
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},
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material::{shader::SamplerFallback, Material, PropertyValue, SharedMaterial},
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plugin::{Plugin, PluginConstructor, PluginContext},
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scene::{
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base::BaseBuilder,
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light::{point::PointLightBuilder, BaseLightBuilder},
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mesh::{
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surface::{SurfaceBuilder, SurfaceData, SurfaceSharedData},
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MeshBuilder,
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},
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node::Node,
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transform::TransformBuilder,
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Scene,
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},
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window::WindowAttributes,
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};
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use winit::keyboard::KeyCode;
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struct GameSceneLoader {
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scene: Scene,
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model_handle: Handle<Node>,
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}
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impl GameSceneLoader {
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async fn load_with(resource_manager: ResourceManager) -> Self {
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let mut scene = Scene::new();
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// Set ambient light.
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scene.ambient_lighting_color = Color::opaque(200, 200, 200);
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// Camera is our eyes in the world - you won't see anything without it.
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create_camera(
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resource_manager.clone(),
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Vector3::new(0.0, 6.0, -12.0),
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&mut scene.graph,
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)
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.await;
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// Add some light.
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PointLightBuilder::new(BaseLightBuilder::new(
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BaseBuilder::new().with_local_transform(
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TransformBuilder::new()
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.with_local_position(Vector3::new(0.0, 12.0, 0.0))
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.build(),
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),
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))
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.with_radius(20.0)
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.build(&mut scene.graph);
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// Load model and animation resource in parallel. Is does *not* adds anything to
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// our scene - it just loads a resource then can be used later on to instantiate
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// models from it on scene. Why loading of resource is separated from instantiation?
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// Because it is too inefficient to load a resource every time you trying to
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// create instance of it - much more efficient is to load it once and then make copies
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// of it. In case of models it is very efficient because single vertex and index buffer
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// can be used for all models instances, so memory footprint on GPU will be lower.
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let (model_resource, walk_animation_resource) = fyrox::core::futures::join!(
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resource_manager.request::<Model, _>("examples/data/mutant/mutant.FBX",),
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resource_manager.request::<Model, _>("examples/data/mutant/walk.fbx",)
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);
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// Instantiate model on scene - but only geometry, without any animations.
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// Instantiation is a process of embedding model resource data in desired scene.
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let model_handle = model_resource.unwrap().instantiate(&mut scene);
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// Now we have whole sub-graph instantiated, we can start modifying model instance.
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scene.graph[model_handle]
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.local_transform_mut()
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// Our model is too big, fix it by scale.
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.set_scale(Vector3::new(0.05, 0.05, 0.05));
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// Add simple animation for our model. Animations are loaded from model resources -
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// this is because animation is a set of skeleton bones with their own transforms.
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// Once animation resource is loaded it must be re-targeted to our model instance.
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// Why? Because animation in *resource* uses information about *resource* bones,
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// not model instance bones, retarget_animations maps animations of each bone on
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// model instance so animation will know about nodes it should operate on.
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walk_animation_resource
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.unwrap()
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.retarget_animations(model_handle, &mut scene.graph);
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let mut material = Material::standard();
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material
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.set_property(
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&ImmutableString::new("diffuseTexture"),
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PropertyValue::Sampler {
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value: Some(
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resource_manager.request::<Texture, _>("examples/data/concrete2.dds"),
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),
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fallback: SamplerFallback::White,
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},
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)
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.unwrap();
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// Add floor.
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MeshBuilder::new(
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BaseBuilder::new().with_local_transform(
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TransformBuilder::new()
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.with_local_position(Vector3::new(0.0, -0.25, 0.0))
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.build(),
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),
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)
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.with_surfaces(vec![SurfaceBuilder::new(SurfaceSharedData::new(
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SurfaceData::make_cube(Matrix4::new_nonuniform_scaling(&Vector3::new(
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25.0, 0.25, 25.0,
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))),
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))
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.with_material(SharedMaterial::new(material))
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.build()])
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.build(&mut scene.graph);
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Self {
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scene,
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model_handle,
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}
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}
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}
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struct InputController {
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rotate_left: bool,
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rotate_right: bool,
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}
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struct Game {
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scene: Handle<Scene>,
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model_handle: Handle<Node>,
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input_controller: InputController,
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debug_text: Handle<UiNode>,
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model_angle: f32,
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}
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impl Plugin for Game {
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fn update(&mut self, context: &mut PluginContext, _control_flow: &mut ControlFlow) {
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let scene = &mut context.scenes[self.scene];
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// Rotate model according to input controller state
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if self.input_controller.rotate_left {
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self.model_angle -= 5.0f32.to_radians();
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} else if self.input_controller.rotate_right {
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self.model_angle += 5.0f32.to_radians();
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}
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scene.graph[self.model_handle]
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.local_transform_mut()
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.set_rotation(UnitQuaternion::from_axis_angle(
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&Vector3::y_axis(),
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self.model_angle,
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));
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if let GraphicsContext::Initialized(ref graphics_context) = context.graphics_context {
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context.user_interface.send_message(TextMessage::text(
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self.debug_text,
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MessageDirection::ToWidget,
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format!(
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"Example 01 - Simple Scene\nUse [A][D] keys to rotate model.\nFPS: {}",
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graphics_context.renderer.get_statistics().frames_per_second
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),
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));
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}
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}
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fn on_os_event(
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&mut self,
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event: &Event<()>,
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_context: PluginContext,
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_control_flow: &mut ControlFlow,
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) {
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if let Event::WindowEvent {
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event: WindowEvent::KeyboardInput { event: input, .. },
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..
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} = event
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{
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match input.physical_key {
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KeyCode::KeyA => {
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self.input_controller.rotate_left = input.state == ElementState::Pressed
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}
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KeyCode::KeyD => {
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self.input_controller.rotate_right = input.state == ElementState::Pressed
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}
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_ => (),
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}
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}
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}
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}
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struct GameConstructor;
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impl PluginConstructor for GameConstructor {
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fn create_instance(
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&self,
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_override_scene: Handle<Scene>,
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context: PluginContext,
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) -> Box<dyn Plugin> {
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let scene = fyrox::core::futures::executor::block_on(GameSceneLoader::load_with(
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context.resource_manager.clone(),
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));
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Box::new(Game {
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debug_text: TextBuilder::new(WidgetBuilder::new())
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.build(&mut context.user_interface.build_ctx()),
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scene: context.scenes.add(scene.scene),
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model_handle: scene.model_handle,
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// Create input controller - it will hold information about needed actions.
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input_controller: InputController {
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rotate_left: false,
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rotate_right: false,
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},
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// We will rotate model using keyboard input.
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model_angle: 180.0f32.to_radians(),
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})
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}
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}
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fn main() {
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let mut executor = Executor::from_params(
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EventLoop::new().unwrap(),
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GraphicsContextParams {
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window_attributes: WindowAttributes {
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title: "Example - Simple".to_string(),
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..Default::default()
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},
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vsync: true,
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},
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);
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executor.add_plugin_constructor(GameConstructor);
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executor.run()
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}
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