mirror of
https://github.com/FyroxEngine/Fyrox.git
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289 lines
9.3 KiB
Rust
289 lines
9.3 KiB
Rust
pub mod shared;
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use crate::shared::create_camera;
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use fyrox::{
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core::{
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algebra::{UnitQuaternion, Vector2, Vector3},
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color::Color,
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futures::executor::block_on,
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pool::Handle,
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},
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engine::{
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executor::Executor, resource_manager::ResourceManager, GraphicsContext,
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GraphicsContextParams,
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},
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event::{ElementState, Event, VirtualKeyCode, WindowEvent},
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event_loop::ControlFlow,
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gui::{
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grid::{Column, GridBuilder, Row},
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message::{MessageDirection, UiMessage},
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scroll_bar::{ScrollBarBuilder, ScrollBarMessage},
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scroll_viewer::ScrollViewerBuilder,
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text::{TextBuilder, TextMessage},
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widget::WidgetBuilder,
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window::{WindowBuilder, WindowTitle},
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UiNode, UserInterface,
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},
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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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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 std::collections::BTreeSet;
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struct GameSceneLoader {
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scene: Scene,
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model_handle: Handle<Node>,
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sliders: Vec<(String, Handle<UiNode>)>,
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}
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impl GameSceneLoader {
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fn load_with(resource_manager: ResourceManager, ui: &mut UserInterface) -> Self {
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let mut scene = Scene::new();
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scene.ambient_lighting_color = Color::opaque(150, 150, 150);
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block_on(create_camera(
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resource_manager.clone(),
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Vector3::new(0.0, 2.0, -8.0),
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&mut scene.graph,
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));
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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, -6.0))
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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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let model_resource = block_on(
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resource_manager.request_model("examples/data/blend_shape/Gunan_animated2.fbx"),
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)
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.unwrap();
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let model_handle = model_resource.instantiate(&mut scene);
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scene.graph[model_handle]
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.local_transform_mut()
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.set_scale(Vector3::new(0.05, 0.05, 0.05));
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let sphere = scene.graph.find_by_name_from_root("Head_Mesh").unwrap().0;
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let blend_shape = scene.graph[sphere].as_mesh_mut();
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let mut blend_shape_names = BTreeSet::new();
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for surface in blend_shape.surfaces_mut() {
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let data = surface.data();
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let data = data.lock();
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if let Some(container) = data.blend_shapes_container.as_ref() {
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for blend_shape in container.blend_shapes.iter() {
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blend_shape_names.insert(blend_shape.name.clone());
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}
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}
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}
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let ctx = &mut ui.build_ctx();
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let mut children = Vec::new();
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let mut sliders = Vec::new();
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for (row, blend_shape_name) in blend_shape_names.iter().enumerate() {
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let short_name = blend_shape_name
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.strip_prefix("ExpressionBlendshapes.")
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.map(|n| n.to_owned())
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.unwrap_or_else(|| blend_shape_name.clone());
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let name = TextBuilder::new(WidgetBuilder::new().on_row(row))
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.with_text(short_name)
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.build(ctx);
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let slider = ScrollBarBuilder::new(WidgetBuilder::new().on_row(row).on_column(1))
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.with_min(0.0)
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.with_max(100.0)
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.with_step(1.0)
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.build(ctx);
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children.push(name);
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children.push(slider);
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sliders.push((blend_shape_name.clone(), slider));
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}
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WindowBuilder::new(
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WidgetBuilder::new()
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.with_width(250.0)
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.with_height(400.0)
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.with_desired_position(Vector2::new(5.0, 50.0)),
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)
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.with_title(WindowTitle::text("Blend Shapes"))
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.with_content(
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ScrollViewerBuilder::new(WidgetBuilder::new())
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.with_content(
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GridBuilder::new(WidgetBuilder::new().with_children(children))
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.add_column(Column::auto())
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.add_column(Column::stretch())
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.add_rows(
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blend_shape_names
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.iter()
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.map(|_| Row::strict(20.0))
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.collect(),
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)
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.build(ctx),
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)
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.build(ctx),
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)
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.build(ctx);
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Self {
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scene,
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sliders,
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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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sliders: Vec<(String, Handle<UiNode>)>,
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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 - Blend Shapes\nUse [A][D] keys to rotate the model and sliders to select facial expression.\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_ui_message(
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&mut self,
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context: &mut PluginContext,
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message: &UiMessage,
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_control_flow: &mut ControlFlow,
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) {
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if let Some(ScrollBarMessage::Value(value)) = message.data() {
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if message.direction() == MessageDirection::FromWidget {
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for (name, slider) in self.sliders.iter() {
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if message.destination() == *slider {
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let scene = &mut context.scenes[self.scene];
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let sphere = scene.graph.find_by_name_from_root("Head_Mesh").unwrap().0;
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for blend_shape in scene.graph[sphere]
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.as_mesh_mut()
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.blend_shapes_mut()
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.iter_mut()
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{
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if &blend_shape.name == name {
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blend_shape.weight = *value;
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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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}
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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 { input, .. },
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..
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} = event
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{
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if let Some(key_code) = input.virtual_keycode {
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match key_code {
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VirtualKeyCode::A => {
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self.input_controller.rotate_left = input.state == ElementState::Pressed
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}
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VirtualKeyCode::D => {
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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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}
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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 =
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GameSceneLoader::load_with(context.resource_manager.clone(), context.user_interface);
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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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sliders: scene.sliders,
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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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Default::default(),
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GraphicsContextParams {
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window_attributes: WindowAttributes {
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title: "Example - Blend Shapes".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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