Custom Scene Node
Sometimes there is a need to have custom scene nodes, it is possible to do, but it requires quite a lot of boilerplate code.
#![allow(unused)] fn main() { #[derive(Default, Clone, Reflect, Visit, Debug)] pub struct CustomNode { base: Base, } impl Deref for CustomNode { type Target = Base; fn deref(&self) -> &Self::Target { &self.base } } impl DerefMut for CustomNode { fn deref_mut(&mut self) -> &mut Self::Target { &mut self.base } } impl NodeTrait for CustomNode { fyrox::impl_query_component!(); fn local_bounding_box(&self) -> AxisAlignedBoundingBox { self.base.local_bounding_box() } fn world_bounding_box(&self) -> AxisAlignedBoundingBox { self.base.world_bounding_box() } fn id(&self) -> Uuid { // Provide unique id for serialization needs. It must be unique, use https://www.uuidgenerator.net/ // to generate one. uuid!("f592e7f7-5e34-4043-9226-407c7457bb48") } } }
Once the node is defined, you can create is as usual and put in the graph:
#![allow(unused)] fn main() { fn add_custom_node(graph: &mut Graph) -> Handle<Node> { graph.add_node(Node::new(CustomNode::default())) } }
Limitations
Scene nodes have no access to outer context, this means that you cannot reference any data that is located outside graph easily. You still can define a global variable that will be accessible, but it is considered as a hack and should be avoided. If you want to add custom logic to scene nodes, then you should use scripts instead. Custom nodes are intended for very specific use cases, such as adding "data sources" for renderer, etc.
Editor support
For now, you cannot create custom nodes from the editor. This will be available in future versions of the engine.