You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: navmesh.rs
    path of file: ./repos/Fyrox/examples
    
    the code of the file until where you have to start completion: use fyrox::{
    asset::manager::ResourceManager,
    core::{
        algebra::{Matrix4, Point3, UnitQuaternion, Vector2, Vector3},
        arrayvec::ArrayVec,
        color::Color,
        pool::Handle,
        sstorage::ImmutableString,
    },
    dpi::LogicalPosition,
    engine::{executor::Executor, GraphicsContext, GraphicsContextParams},
    event::{ElementState, Event, WindowEvent},
    event_loop::EventLoop,
    keyboard::KeyCode,
    material::{Material, MaterialResource, PropertyValue},
    plugin::{Plugin, PluginConstructor, PluginContext},
    resource::model::{Model, ModelResourceExtension},
    scene::{
        base::BaseBuilder,
        camera::CameraBuilder,
        debug::Line,
        graph::physics::{Intersection, RayCastOptions},
        mesh::{
            surface::{SurfaceBuilder, SurfaceData, SurfaceSharedData},
            MeshBuilder,
        },
        node::{Node, NodeTrait},
        transform::TransformBuilder,
        Scene,
    },
    utils::navmesh::NavmeshAgent,
};
use fyrox_graph::SceneGraph;
use winit::keyboard::PhysicalKey;

struct GameScene {
    scene: Scene,
    agent: Handle<Node>,
    cursor: Handle<Node>,
    camera: Handle<Node>,
}

async fn create_scene(resource_manager: ResourceManager) -> GameScene {
    let mut scene = Scene::new();

    // Camera is our eyes in the world - you won't see anything without it.
    let camera = CameraBuild
    
async fn create_scene(resource_manager: ResourceManager) -> GameScene {
    let mut scene = Scene::new();

    // Camera is our eyes in the world - you won't see anything without it.
    let camera = CameraBuilder::new(
        BaseBuilder::new().with_local_transform(
            TransformBuilder::new()
                .with_local_position(Vector3::new(0.0, 5.0, 0.0))
                .build(),
        ),
    )
    .build(&mut scene.graph);

    scene.graph[camera]
        .local_transform_mut()
        .set_rotation(UnitQuaternion::from_axis_angle(
            &Vector3::x_axis(),
            90.0f32.to_radians(),
        ));

    resource_manager
        .request::<Model>("examples/data/navmesh_scene.rgs")
        .await
        .unwrap()
        .instantiate(&mut scene);

    let mut cursor_material = Material::standard();
    cursor_material
        .set_property(
            &ImmutableString::new("diffuseColor"),
            PropertyValue::Color(Color::opaque(255, 0, 0)),
        )
        .unwrap();

    let cursor = MeshBuilder::new(BaseBuilder::new())
        .with_surfaces(vec![SurfaceBuilder::new(SurfaceSharedData::new(
            SurfaceData::make_sphere(10, 10, 0.1, &Matrix4::identity()),
        ))
        .with_material(MaterialResource::new_ok(
            Default::default(),
            cursor_material,
        ))
        .build()])
        .build(&mut scene.graph);

    let mut agent_material = Material::standard();
    agent_material
        .set_property(
            &ImmutableString::new("diffuseColor"),
            PropertyValue::Color(Color::opaque(0, 200, 0)),
        )
        .unwrap();

    let agent = MeshBuilder::new(
        BaseBuilder::new().with_local_transform(
            TransformBuilder::new()
                .with_local_scale(Vector3::new(1.0, 2.0, 1.0))
                .build(),
        ),
    )
    .with_surfaces(vec![SurfaceBuilder::new(SurfaceSharedData::new(
        SurfaceData::make_sphere(10, 10, 0.2, &Matrix4::identity()),
    ))
    .with_material(MaterialResource::new_ok(Default::default(), agent_material))
    .build()])
    .build(&mut scene.graph);

    GameScene {
        scene,
        cursor,
        agent,
        camera,
    }
}