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scene graph

on fyrox-book.github.io
fyrox-book.github.io › scene › base node.html
Base Node - Fyrox Book
...#![allow(unused)] fn main() { let camera = CameraBuilder::new(BaseBuilder::new()).build(&mut scene.graph); let child_base = PivotBuilder::new(BaseBuilder::new()).build(&mut scene...
fyrox-book.github.io › net › sync.html
Synchronization - Fyrox Book
...Handle, ctx: &mut PluginContext) { let scene = some_or_return!(ctx.scenes.try_get(scene)); let mut entity_states = Vec::with_capacity(scene.graph.capacity() as usize); for (handle...
fyrox-book.github.io › scene › light node.html
Light Node - Fyrox Book
...#![allow(unused)] fn main() { fn create_directional_light(scene: &mut Scene) -> Handle { DirectionalLightBuilder::new(BaseLightBuilder::new(BaseBuilder::new())).build(&mut scene.graph) } }
By default...
fyrox-book.github.io › beginning › scene and scene graph.html
Scene and Scene Graph - Fyrox Book
Scene and Scene Graph
When you're playing a game, you often see various objects scattered around the screen, all of them are forming...
fyrox-book.github.io › scene › graph.html
Graph - Fyrox Book
...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...
fyrox-book.github.io › ai › navmesh.html
Navigational Meshes - Fyrox Book
...let navmesh_node_handle = scene.graph.find_by_name_from_root(navmesh_name).unwrap().0; Navmesh::from_mesh(scene.graph[navmesh_node_handle].as_mesh()) } }
Alternatively, you can create a navmesh directly from code like...
fyrox-book.github.io › tutorials › platformer › part2.html
Bots and AI - Fyrox Book
...let Some(ground_probe) = ctx.scene.graph.try_get(*self.ground_probe) else { return false; }; let ground_probe_position = ground_probe.global_position().xy(); let mut intersections = Vec::new(); ctx.scene...
fyrox-book.github.io › scene › debug.html
Debugging - Fyrox Book
...Handle, } impl Plugin for Game { fn update(&mut self, context: &mut PluginContext) { let scene = &mut context.scenes[self.scene]; for node in scene...
fyrox-book.github.io › editor › plugins.html
Plugins - Fyrox Book
...if scene .graph .try_get_script_of::(*node_handle) .is_some() { self.node_handle = *node_handle; break; } } } } }
It is quite verbose, but in general it is very straightforward. We're...
fyrox-book.github.io › scene › sprite node.html
Sprite Node - Fyrox Book
...let material_resource = MaterialResource::new_ok(ResourceKind::Embedded, material); SpriteBuilder::new(BaseBuilder::new()) .with_material(material_resource) .build(&mut scene.graph) } }
Please note, that this code create a...