// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors. // // 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. use fyrox_graph::SceneGraph; use fyrox_impl::{ 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, MaterialResource, PropertyValue}, 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, cursor: Handle, camera: Handle, } 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::("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(MaterialResource::new_ok( Default::default(), 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(MaterialResource::new_ok(Default::default(), 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, agent: Handle, cursor: Handle, camera: Handle, target_position: Vector3, mouse_position: Vector2, 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::::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_ref(); self.navmesh_agent.set_target(self.target_position); let _ = self.navmesh_agent.update(context.dt, &navmesh); drop(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 = 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 { // 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, msaa_sample_count: None, }, ); executor.add_plugin_constructor(GameConstructor); executor.run() }