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on fyrox-book.github.io...self.animation.update(ctx.dt); if let Some(sprite) = ctx .scene .graph .try_get_mut(ctx.handle) .and_then(|n| n.cast_mut::()) { // Assign the texture from...
...AnimationEventCollectionStrategy, ctx: &mut ScriptContext, ) -> LayerAnimationEventsCollection { if let Some(absm) = ctx .scene .graph .try_get_of_type::(absm) { if let Some(animation_player) = ctx .scene .graph .try_get_of_type::
...#![allow(unused)] fn main() { extern crate fyrox; use fyrox::scene::{ graph::Graph, sound::{self, HrirSphere, HrirSphereResource, HrirSphereResourceExt, HrtfRenderer, Renderer}, }; fn use_hrtf(graph: &mut...
...You can borrow the node usingcontext.scene.graph[handle]
call. Typecasting can be used to obtain a reference to a particular node type.scene...
call. Typecasting can be used to obtain a reference to a particular node type.scene...
...To query intersections, use physics world instance of a scene graph:
#![allow(unused)] fn main() { fn do_ray_cast(graph: &mut Graph, begin: Vector3
#![allow(unused)] fn main() { fn do_ray_cast(graph: &mut Graph, begin: Vector3
...ResourceManager) -> Handle { DecalBuilder::new(BaseBuilder::new()) .with_diffuse_texture(resource_manager.request::("path/to/your/decal.png")) .build(&mut scene.graph) } }
Textures
You can specify...
Textures
You can specify...
...#![allow(unused)] fn main() { let mut look_vector = Vector3::default(); let mut side_vector = Vector3::default(); if let Some(camera) = ctx.scene.graph.try_get_mut(self...
...ResourceManager) -> Handle { CameraBuilder::new(BaseBuilder::new()) .with_color_grading_enabled(true) .with_color_grading_lut( block_on(ColorGradingLut::new( resource_manager.request::("path/to/lut.jpg"), )) .unwrap(), ) .build(&mut scene...
...Nodes and Scene Graph
A scene is made of one or more nodes. Every scene must have at least one root node, to which...
A scene is made of one or more nodes. Every scene must have at least one root node, to which...
...Handle) { for child in scene.graph[node_to_remove].children().to_vec() { scene.graph.unlink_node(child); } scene.graph.remove_node(node_to_remove); } }
After calling this function, every child...
After calling this function, every child...