DynamicScene

Struct DynamicScene 

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pub struct DynamicScene {
    pub resources: Vec<Box<dyn PartialReflect>>,
    pub entities: Vec<DynamicEntity>,
}
Expand description

A collection of serializable resources and dynamic entities.

Each dynamic entity in the collection contains its own run-time defined set of components. To spawn a dynamic scene, you can use either:

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§resources: Vec<Box<dyn PartialReflect>>

Resources stored in the dynamic scene.

§entities: Vec<DynamicEntity>

Entities contained in the dynamic scene.

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impl DynamicScene

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pub fn from_scene(scene: &Scene) -> DynamicScene

Create a new dynamic scene from a given scene.

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pub fn from_world(world: &World) -> DynamicScene

Create a new dynamic scene from a given world.

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pub fn write_to_world_with( &self, world: &mut World, entity_map: &mut EntityHashMap<Entity>, type_registry: &AppTypeRegistry, ) -> Result<(), SceneSpawnError>

Write the resources, the dynamic entities, and their corresponding components to the given world.

This method will return a SceneSpawnError if a type either is not registered in the provided AppTypeRegistry resource, or doesn’t reflect the Component or Resource trait.

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pub fn write_to_world( &self, world: &mut World, entity_map: &mut EntityHashMap<Entity>, ) -> Result<(), SceneSpawnError>

Write the resources, the dynamic entities, and their corresponding components to the given world.

This method will return a SceneSpawnError if a type either is not registered in the world’s AppTypeRegistry resource, or doesn’t reflect the Component trait.

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pub fn serialize(&self, registry: &TypeRegistry) -> Result<String, Error>

Serialize this dynamic scene into the official Bevy scene format (.scn / .scn.ron).

The Bevy scene format is based on Rusty Object Notation (RON). It describes the scene in a human-friendly format. To deserialize the scene, use the SceneLoader.

Trait Implementations§

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impl Default for DynamicScene

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fn default() -> DynamicScene

Returns the “default value” for a type. Read more
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impl TypePath for DynamicScene

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl VisitAssetDependencies for DynamicScene

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fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))

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impl Asset for DynamicScene

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<A> AssetContainer for A
where A: Asset,

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fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)

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fn asset_type_name(&self) -> &'static str

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fn from_sample_(s: S) -> S

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fn from_world(_world: &mut World) -> T

Creates Self using default().

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type Type = T

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