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on fyrox-book.github.io...A simple `context.scene.graph[self.sprite]` would just panicked in this case. if let Some(sprite) = context.scene.graph.try_get_mut(self.sprite) { // We...
...SurfaceData::make_cube(Matrix4::new_nonuniform_scaling(&Vector3::new( 25.0, 0.25, 25.0, ))), )) .with_material(MaterialResource::new_ok(ResourceKind::Embedded, material)) .build()]) .build(&mut scene.graph) } }
As...
As...
...let animation_player = AnimationPlayerBuilder::new(BaseBuilder::new()).build(&mut scene.graph); // Load an animation. let animation_resource = resource_manager .request::("path/to/my/animation.fbx") .await...
...Scene
- Multiple scenes.
- Full-featured scene graph.
- Level-of-detail (LOD) support.
- GPU Skinning.
- Multiple scenes.
- Full-featured scene graph.
- Level-of-detail (LOD) support.
- GPU Skinning.
...So where are the main usages of pools and
handles? The largest is in a scene graph. This stores all the nodes in a...
handles? The largest is in a scene graph. This stores all the nodes in a...
...Handle, data: &[u8], context: &mut PluginContext, ) { self.scene = scene; if self.server.is_none() { context.scenes[scene] .graph .physics .enabled .set_value_and_mark_modified(false); } } } #[derive...
...After the last stage, you can apply the pose to a scene graph to make the resulting animation to have effect.
How to create...
How to create...
...Handle) { scene.graph[mesh_handle] .as_mesh_mut() .set_render_path(RenderPath::Forward); } }
After this, your mesh will be rendered using a specialized render pass called Forward which...
After this, your mesh will be rendered using a specialized render pass called Forward which...
...if let Some(navmesh_node) = ctx .scene .graph .try_get_of_type::(self.navmesh) { // Take a shared reference to the internal navigational mesh. let shared_navmesh = navmesh_node.navmesh...