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https://github.com/FyroxEngine/Fyrox.git
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403 lines
17 KiB
Rust
403 lines
17 KiB
Rust
//! Example 02. Asynchronous scene loading.
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//!
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//! Difficulty: Medium.
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//!
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//! This example shows how to load scene in separate thread and how create standard
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//! loading screen which will show progress.
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extern crate rg3d;
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pub mod shared;
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use rg3d::{
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animation::Animation,
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core::{color::Color, pool::Handle},
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engine::resource_manager::ResourceManager,
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event::{ElementState, Event, VirtualKeyCode, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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gui::{
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grid::{Column, GridBuilder, Row},
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message::{MessageDirection, ProgressBarMessage, TextMessage, WidgetMessage},
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node::StubNode,
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progress_bar::ProgressBarBuilder,
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text::TextBuilder,
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widget::WidgetBuilder,
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HorizontalAlignment, Thickness, VerticalAlignment,
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},
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scene::{node::Node, Scene},
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utils::translate_event,
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};
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use std::{
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sync::{Arc, Mutex},
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time::Instant,
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};
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use crate::shared::create_camera;
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use rg3d::core::algebra::{UnitQuaternion, Vector2, Vector3};
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use rg3d::core::futures;
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// Create our own engine type aliases. These specializations are needed
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// because engine provides a way to extend UI with custom nodes and messages.
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type GameEngine = rg3d::engine::Engine<(), StubNode>;
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type UiNode = rg3d::gui::node::UINode<(), StubNode>;
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type BuildContext<'a> = rg3d::gui::BuildContext<'a, (), StubNode>;
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struct Interface {
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root: Handle<UiNode>,
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debug_text: Handle<UiNode>,
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progress_bar: Handle<UiNode>,
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progress_text: Handle<UiNode>,
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}
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fn create_ui(ctx: &mut BuildContext, screen_size: Vector2<f32>) -> Interface {
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let debug_text;
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let progress_bar;
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let progress_text;
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let root = GridBuilder::new(
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WidgetBuilder::new()
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.with_width(screen_size.x)
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.with_height(screen_size.y)
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.with_child({
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debug_text =
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TextBuilder::new(WidgetBuilder::new().on_row(0).on_column(0)).build(ctx);
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debug_text
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})
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.with_child({
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progress_bar =
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ProgressBarBuilder::new(WidgetBuilder::new().on_row(1).on_column(1)).build(ctx);
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progress_bar
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})
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.with_child({
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progress_text = TextBuilder::new(
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WidgetBuilder::new()
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.on_column(1)
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.on_row(0)
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.with_margin(Thickness::bottom(20.0))
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.with_vertical_alignment(VerticalAlignment::Bottom),
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)
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.with_horizontal_text_alignment(HorizontalAlignment::Center)
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.build(ctx);
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progress_text
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}),
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)
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.add_row(Row::stretch())
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.add_row(Row::strict(30.0))
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.add_row(Row::stretch())
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.add_column(Column::stretch())
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.add_column(Column::strict(200.0))
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.add_column(Column::stretch())
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.build(ctx);
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Interface {
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root,
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debug_text,
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progress_bar,
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progress_text,
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}
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}
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struct GameScene {
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scene: Scene,
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model_handle: Handle<Node>,
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walk_animation: Handle<Animation>,
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}
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struct SceneLoadContext {
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data: Option<GameScene>,
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message: String,
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progress: f32,
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}
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impl SceneLoadContext {
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pub fn report_progress(&mut self, progress: f32, message: &str) {
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self.progress = progress;
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self.message = message.to_owned();
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println!("Loading progress: {}% - {}", progress * 100.0, message);
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}
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}
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fn create_scene_async(resource_manager: ResourceManager) -> Arc<Mutex<SceneLoadContext>> {
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// Create load context - it will be shared with caller and loader threads.
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let context = Arc::new(Mutex::new(SceneLoadContext {
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data: None,
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message: "Starting..".to_string(),
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progress: 0.0,
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}));
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let result = context.clone();
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// Spawn separate thread which will create scene by loading various assets.
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std::thread::spawn(move || {
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futures::executor::block_on(async move {
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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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// It is important to lock context for short period of time so other thread can
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// read data from it as soon as possible - not when everything was loaded.
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context
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.lock()
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.unwrap()
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.report_progress(0.0, "Creating camera...");
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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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context
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.lock()
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.unwrap()
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.report_progress(0.33, "Loading model...");
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// Load model resource. Is does *not* adds anything to our scene - it just loads a
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// resource then can be used later on to instantiate models from it on scene. Why
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// loading of resource is separated from instantiation? Because there it is too
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// inefficient to load a resource every time you trying to create instance of it -
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// much more efficient is to load it one and then make copies of it. In case of
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// models it is very efficient because single vertex and index buffer can be used
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// for all models instances, so memory footprint on GPU will be lower.
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let model_resource = resource_manager
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.request_model("examples/data/mutant.FBX")
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.await
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.unwrap();
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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.instantiate_geometry(&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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context
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.lock()
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.unwrap()
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.report_progress(0.66, "Loading animation...");
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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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let walk_animation_resource = resource_manager
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.request_model("examples/data/walk.fbx")
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.await
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.unwrap();
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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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let walk_animation = *walk_animation_resource
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.retarget_animations(model_handle, &mut scene)
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.get(0)
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.unwrap();
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context.lock().unwrap().report_progress(1.0, "Done");
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context.lock().unwrap().data = Some(GameScene {
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scene,
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model_handle,
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walk_animation,
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})
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})
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});
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// Immediately return shared context.
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result
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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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fn main() {
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let event_loop = EventLoop::new();
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let window_builder = rg3d::window::WindowBuilder::new()
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.with_title("Example - Asynchronous Scene Loading")
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.with_resizable(true);
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let mut engine = GameEngine::new(window_builder, &event_loop, true).unwrap();
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// Prepare resource manager - it must be notified where to search textures. When engine
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// loads model resource it automatically tries to load textures it uses. But since most
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// model formats store absolute paths, we can't use them as direct path to load texture
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// instead we telling engine to search textures in given folder.
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engine
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.resource_manager
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.state()
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.set_textures_path("examples/data");
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// Create simple user interface that will show some useful info.
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let window = engine.get_window();
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let screen_size = window.inner_size().to_logical(window.scale_factor());
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let interface = create_ui(
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&mut engine.user_interface.build_ctx(),
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Vector2::new(screen_size.width, screen_size.height),
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);
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// Create scene asynchronously - this method immediately returns empty load context
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// which will be filled with data over time.
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let game_scene = create_scene_async(engine.resource_manager.clone());
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// Initially these handles are None, once scene is loaded they'll be assigned.
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let mut scene_handle = Handle::NONE;
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let mut model_handle = Handle::NONE;
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let mut walk_animation = Handle::NONE;
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let clock = Instant::now();
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let fixed_timestep = 1.0 / 60.0;
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let mut elapsed_time = 0.0;
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// We will rotate model using keyboard input.
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let mut model_angle = 180.0f32.to_radians();
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// Create input controller - it will hold information about needed actions.
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let mut 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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// Finally run our event loop which will respond to OS and window events and update
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// engine state accordingly. Engine lets you to decide which event should be handled,
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// this is minimal working example if how it should be.
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::MainEventsCleared => {
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// This main game loop - it has fixed time step which means that game
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// code will run at fixed speed even if renderer can't give you desired
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// 60 fps.
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let mut dt = clock.elapsed().as_secs_f32() - elapsed_time;
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while dt >= fixed_timestep {
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dt -= fixed_timestep;
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elapsed_time += fixed_timestep;
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// ************************
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// Put your game logic here.
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// ************************
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// Check each frame if our scene is created - here we just trying to lock context
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// without blocking, it is important for main thread to be functional while other
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// thread still loading data.
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if let Ok(mut load_context) = game_scene.try_lock() {
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if let Some(game_scene) = load_context.data.take() {
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// Add scene to engine - engine will take ownership over scene and will return
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// you a handle to scene which can be used later on to borrow it and do some
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// actions you need.
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scene_handle = engine.scenes.add(game_scene.scene);
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model_handle = game_scene.model_handle;
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walk_animation = game_scene.walk_animation;
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// Once scene is loaded, we should hide progress bar and text.
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engine.user_interface.send_message(WidgetMessage::visibility(interface.progress_bar, MessageDirection::ToWidget,false));
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engine.user_interface.send_message(WidgetMessage::visibility(interface.progress_text,MessageDirection::ToWidget, false));
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}
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// Report progress in UI.
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engine.user_interface.send_message(ProgressBarMessage::progress(interface.progress_bar, MessageDirection::ToWidget,load_context.progress));
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engine.user_interface.send_message(
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TextMessage::text(interface.progress_text,MessageDirection::ToWidget,
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format!("Loading scene: {}%\n{}", load_context.progress * 100.0, load_context.message)));
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}
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// Update scene only if it is loaded.
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if scene_handle.is_some() {
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// Use stored scene handle to borrow a mutable reference of scene in
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// engine.
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let scene = &mut engine.scenes[scene_handle];
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// Our animation must be applied to scene explicitly, otherwise
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// it will have no effect.
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scene.animations
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.get_mut(walk_animation)
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.get_pose()
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.apply(&mut scene.graph);
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// Rotate model according to input controller state.
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if input_controller.rotate_left {
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model_angle -= 5.0f32.to_radians();
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} else if input_controller.rotate_right {
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model_angle += 5.0f32.to_radians();
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}
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scene.graph[model_handle]
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.local_transform_mut()
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.set_rotation(UnitQuaternion::from_axis_angle(&Vector3::y_axis(), model_angle));
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}
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// While scene is loading, we will update progress bar.
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let fps = engine.renderer.get_statistics().frames_per_second;
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let debug_text = format!("Example 02 - Asynchronous Scene Loading\nUse [A][D] keys to rotate model.\nFPS: {}", fps);
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engine.user_interface.send_message(TextMessage::text(interface.debug_text, MessageDirection::ToWidget,debug_text));
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// It is very important to "pump" messages from UI. Even if don't need to
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// respond to such message, you should call this method, otherwise UI
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// might behave very weird.
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while let Some(_ui_event) = engine.user_interface.poll_message() {
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// ************************
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// Put your data model synchronization code here. It should
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// take message and update data in your game according to
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// changes in UI.
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// ************************
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}
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engine.update(fixed_timestep);
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}
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// Rendering must be explicitly requested and handled after RedrawRequested event is received.
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engine.get_window().request_redraw();
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}
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Event::RedrawRequested(_) => {
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// Run renderer at max speed - it is not tied to game code.
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engine.render(fixed_timestep).unwrap();
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}
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Event::WindowEvent { event, .. } => {
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match event {
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WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit
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}
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WindowEvent::Resized(size) => {
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// It is very important to handle Resized event from window, because
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// renderer knows nothing about window size - it must be notified
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// directly when window size has changed.
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engine.renderer.set_frame_size(size.into());
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// Root UI node should be resized too, otherwise progress bar will stay
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// in wrong position after resize.
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let size = size.to_logical(engine.get_window().scale_factor());
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engine.user_interface.send_message(WidgetMessage::width(interface.root, MessageDirection::ToWidget,size.width));
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engine.user_interface.send_message(WidgetMessage::height(interface.root, MessageDirection::ToWidget,size.height));
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}
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WindowEvent::KeyboardInput { input, ..} => {
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// Handle key input events via `WindowEvent`, not via `DeviceEvent` (#32)
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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 => input_controller.rotate_left = input.state == ElementState::Pressed,
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VirtualKeyCode::D => 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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// It is very important to "feed" user interface (UI) with events coming
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// from main window, otherwise UI won't respond to mouse, keyboard, or any
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// other event.
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if let Some(os_event) = translate_event(&event) {
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engine.user_interface.process_os_event(&os_event);
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}
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}
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Event::DeviceEvent { .. } => {
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// Handle key input events via `WindowEvent`, not via `DeviceEvent` (#32)
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}
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_ => *control_flow = ControlFlow::Poll,
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}
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});
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}
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