Files
2026-07-13 12:24:51 +08:00

289 lines
9.4 KiB
Rust

// 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<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(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<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_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<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,
msaa_sample_count: None,
},
);
executor.add_plugin_constructor(GameConstructor);
executor.run()
}