mirror of
https://github.com/FyroxEngine/Fyrox.git
synced 2026-10-12 02:02:20 +00:00
263 lines
8.1 KiB
Rust
263 lines
8.1 KiB
Rust
use fyrox::{
|
|
asset::manager::ResourceManager,
|
|
core::{
|
|
algebra::{Matrix4, Point3, UnitQuaternion, Vector2, Vector3},
|
|
arrayvec::ArrayVec,
|
|
color::Color,
|
|
pool::Handle,
|
|
sstorage::ImmutableString,
|
|
},
|
|
dpi::LogicalPosition,
|
|
engine::{executor::Executor, GraphicsContext, GraphicsContextParams},
|
|
event::{ElementState, Event, WindowEvent},
|
|
event_loop::EventLoop,
|
|
keyboard::KeyCode,
|
|
material::{Material, PropertyValue, SharedMaterial},
|
|
plugin::{Plugin, PluginConstructor, PluginContext},
|
|
resource::model::{Model, ModelResourceExtension},
|
|
scene::{
|
|
base::BaseBuilder,
|
|
camera::CameraBuilder,
|
|
debug::Line,
|
|
graph::physics::{Intersection, RayCastOptions},
|
|
mesh::{
|
|
surface::{SurfaceBuilder, SurfaceData, SurfaceSharedData},
|
|
MeshBuilder,
|
|
},
|
|
node::{Node, NodeTrait},
|
|
transform::TransformBuilder,
|
|
Scene,
|
|
},
|
|
utils::navmesh::NavmeshAgent,
|
|
};
|
|
use winit::keyboard::PhysicalKey;
|
|
|
|
struct GameScene {
|
|
scene: Scene,
|
|
agent: Handle<Node>,
|
|
cursor: Handle<Node>,
|
|
camera: Handle<Node>,
|
|
}
|
|
|
|
async fn create_scene(resource_manager: ResourceManager) -> GameScene {
|
|
let mut scene = Scene::new();
|
|
|
|
// Camera is our eyes in the world - you won't see anything without it.
|
|
let camera = CameraBuilder::new(
|
|
BaseBuilder::new().with_local_transform(
|
|
TransformBuilder::new()
|
|
.with_local_position(Vector3::new(0.0, 5.0, 0.0))
|
|
.build(),
|
|
),
|
|
)
|
|
.build(&mut scene.graph);
|
|
|
|
scene.graph[camera]
|
|
.local_transform_mut()
|
|
.set_rotation(UnitQuaternion::from_axis_angle(
|
|
&Vector3::x_axis(),
|
|
90.0f32.to_radians(),
|
|
));
|
|
|
|
resource_manager
|
|
.request::<Model, _>("examples/data/navmesh_scene.rgs")
|
|
.await
|
|
.unwrap()
|
|
.instantiate(&mut scene);
|
|
|
|
let mut cursor_material = Material::standard();
|
|
cursor_material
|
|
.set_property(
|
|
&ImmutableString::new("diffuseColor"),
|
|
PropertyValue::Color(Color::opaque(255, 0, 0)),
|
|
)
|
|
.unwrap();
|
|
|
|
let cursor = MeshBuilder::new(BaseBuilder::new())
|
|
.with_surfaces(vec![SurfaceBuilder::new(SurfaceSharedData::new(
|
|
SurfaceData::make_sphere(10, 10, 0.1, &Matrix4::identity()),
|
|
))
|
|
.with_material(SharedMaterial::new(cursor_material))
|
|
.build()])
|
|
.build(&mut scene.graph);
|
|
|
|
let mut agent_material = Material::standard();
|
|
agent_material
|
|
.set_property(
|
|
&ImmutableString::new("diffuseColor"),
|
|
PropertyValue::Color(Color::opaque(0, 200, 0)),
|
|
)
|
|
.unwrap();
|
|
|
|
let agent = MeshBuilder::new(
|
|
BaseBuilder::new().with_local_transform(
|
|
TransformBuilder::new()
|
|
.with_local_scale(Vector3::new(1.0, 2.0, 1.0))
|
|
.build(),
|
|
),
|
|
)
|
|
.with_surfaces(vec![SurfaceBuilder::new(SurfaceSharedData::new(
|
|
SurfaceData::make_sphere(10, 10, 0.2, &Matrix4::identity()),
|
|
))
|
|
.with_material(SharedMaterial::new(agent_material))
|
|
.build()])
|
|
.build(&mut scene.graph);
|
|
|
|
GameScene {
|
|
scene,
|
|
cursor,
|
|
agent,
|
|
camera,
|
|
}
|
|
}
|
|
|
|
#[derive(Default)]
|
|
struct InputController {
|
|
rotate_left: bool,
|
|
rotate_right: bool,
|
|
}
|
|
|
|
struct Game {
|
|
input_controller: InputController,
|
|
scene_handle: Handle<Scene>,
|
|
agent: Handle<Node>,
|
|
cursor: Handle<Node>,
|
|
camera: Handle<Node>,
|
|
target_position: Vector3<f32>,
|
|
mouse_position: Vector2<f32>,
|
|
navmesh_agent: NavmeshAgent,
|
|
}
|
|
|
|
impl Plugin for Game {
|
|
fn update(&mut self, context: &mut PluginContext) {
|
|
// Use stored scene handle to borrow a mutable reference of scene in
|
|
// engine.
|
|
let scene = &mut context.scenes[self.scene_handle];
|
|
|
|
scene.drawing_context.clear_lines();
|
|
|
|
if let GraphicsContext::Initialized(ref graphics_context) = context.graphics_context {
|
|
let ray = scene.graph[self.camera].as_camera().make_ray(
|
|
self.mouse_position,
|
|
graphics_context.renderer.get_frame_bounds(),
|
|
);
|
|
|
|
let mut buffer = ArrayVec::<Intersection, 64>::new();
|
|
scene.graph.physics.cast_ray(
|
|
RayCastOptions {
|
|
ray_origin: Point3::from(ray.origin),
|
|
ray_direction: ray.dir,
|
|
max_len: 9999.0,
|
|
groups: Default::default(),
|
|
sort_results: true,
|
|
},
|
|
&mut buffer,
|
|
);
|
|
|
|
if let Some(first) = buffer.first() {
|
|
self.target_position = first.position.coords;
|
|
scene.graph[self.cursor]
|
|
.local_transform_mut()
|
|
.set_position(self.target_position);
|
|
}
|
|
}
|
|
|
|
let navmesh_handle = scene.graph.find_by_name_from_root("Navmesh").unwrap().0;
|
|
let navmesh_node = scene.graph[navmesh_handle].as_navigational_mesh_mut();
|
|
navmesh_node.debug_draw(&mut scene.drawing_context);
|
|
let navmesh = navmesh_node.navmesh_mut();
|
|
|
|
self.navmesh_agent.set_target(self.target_position);
|
|
let _ = self.navmesh_agent.update(context.dt, navmesh);
|
|
|
|
scene.graph[self.agent]
|
|
.local_transform_mut()
|
|
.set_position(self.navmesh_agent.position());
|
|
|
|
for pts in self.navmesh_agent.path().windows(2) {
|
|
scene.drawing_context.add_line(Line {
|
|
begin: pts[0],
|
|
end: pts[1],
|
|
color: Color::opaque(255, 0, 0),
|
|
});
|
|
}
|
|
}
|
|
|
|
fn on_os_event(&mut self, event: &Event<()>, context: PluginContext) {
|
|
if let Event::WindowEvent { event, .. } = event {
|
|
match event {
|
|
WindowEvent::KeyboardInput { event: input, .. } => match input.physical_key {
|
|
PhysicalKey::Code(KeyCode::KeyA) => {
|
|
self.input_controller.rotate_left = input.state == ElementState::Pressed
|
|
}
|
|
PhysicalKey::Code(KeyCode::KeyD) => {
|
|
self.input_controller.rotate_right = input.state == ElementState::Pressed
|
|
}
|
|
_ => (),
|
|
},
|
|
WindowEvent::CursorMoved { position, .. } => {
|
|
if let GraphicsContext::Initialized(ref graphics_context) =
|
|
context.graphics_context
|
|
{
|
|
let p: LogicalPosition<f32> =
|
|
position.to_logical(graphics_context.window.scale_factor());
|
|
self.mouse_position = Vector2::new(p.x, p.y);
|
|
}
|
|
}
|
|
_ => (),
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct GameConstructor;
|
|
|
|
impl PluginConstructor for GameConstructor {
|
|
fn create_instance(
|
|
&self,
|
|
_override_scene: Option<&str>,
|
|
context: PluginContext,
|
|
) -> Box<dyn Plugin> {
|
|
// Create test scene.
|
|
let GameScene {
|
|
scene,
|
|
agent,
|
|
cursor,
|
|
camera,
|
|
} = fyrox::core::futures::executor::block_on(create_scene(
|
|
context.resource_manager.clone(),
|
|
));
|
|
|
|
// Add scene to engine - engine will take ownership over scene and will return
|
|
// you a handle to scene which can be used later on to borrow it and do some
|
|
// actions you need.
|
|
let scene_handle = context.scenes.add(scene);
|
|
|
|
let mut navmesh_agent = NavmeshAgent::new();
|
|
navmesh_agent.set_speed(0.75);
|
|
|
|
Box::new(Game {
|
|
input_controller: Default::default(),
|
|
scene_handle,
|
|
agent,
|
|
cursor,
|
|
camera,
|
|
target_position: Default::default(),
|
|
mouse_position: Default::default(),
|
|
navmesh_agent,
|
|
})
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
let mut executor = Executor::from_params(
|
|
EventLoop::new().unwrap(),
|
|
GraphicsContextParams {
|
|
window_attributes: Default::default(),
|
|
vsync: true,
|
|
},
|
|
);
|
|
executor.add_plugin_constructor(GameConstructor);
|
|
executor.run()
|
|
}
|