Showing results for
on fyrox-book.github.io...let close_to_target = ctx .scene .graph .try_get(self.target) .map_or(false, |target| { target .global_position() .metric_distance(&ctx.scene.graph[ctx.handle].global_position()) < 1.25 }); }
In this...
In this...
...let transform = ctx.scene.graph[character_model].global_transform(); let mut velocity = Vector3::default(); if let Some(state_machine) = ctx .scene .graph .try_get(absm) .and_then(|node| node...
...let mbc = ctx.scene.graph.begin_multi_borrow(); // Borrow immutably. let some_node_ref_1 = mbc.try_get(self.some_node).unwrap(); // Then borrow other nodes mutably. let some_other_node_ref = mbc.try_get_mut...
...Handle, scene: &mut Scene) { let sound = scene.graph[sound_handle].as_sound(); if sound.status() == Status::Stopped { scene.graph.remove_node(sound_handle); } } }
If we want to...
If we want to...
...ResourceManager) { let light_map = fyrox::core::futures::executor::block_on(Lightmap::load( "a/path/to/lightmap.lmp", resource_manager, )) .unwrap(); scene.graph.set_lightmap(light_map).unwrap(); } }
Limitations
Fyrox...
Limitations
Fyrox...
...if let Some(shot_point) = ctx .scene .graph .try_get(*self.shot_point) .map(|point| point.global_position()) { // Shooting direction is just a direction of the weapon (its...
...CameraBuilder::new(BaseBuilder::new()).build(&mut scene.graph); MeshBuilder::new( BaseBuilder::new().with_local_transform( TransformBuilder::new() .with_local_position(Vector3::new(0.0, 0.0, 3.0...
...limit, limit); self.yaw += mouse_speed.x; let node = &mut ctx.scene.graph[ctx.handle]; let transform = node.local_transform_mut(); transform.set_rotation( UnitQuaternion::from_axis_angle(&Vector3...
...fn on_update(&mut self, ctx: &mut ScriptContext) { let node = &mut ctx.scene.graph[ctx.handle]; let transform = node.local_transform_mut(); // Check if the keys are...
...let transform = ctx.scene.graph[*self.model].global_transform(); let mut velocity = Vector3::default(); if let Some(state_machine) = ctx .scene .graph .try_get(*self.state_machine) .and_then...