pub struct Scene {
pub world: World,
}Expand description
A composition of World objects.
To spawn a scene, you can use either:
SceneSpawner::spawn- adding the
SceneRootcomponent to an entity.
Fields§
§world: WorldThe world of the scene, containing its entities and resources.
Implementations§
Source§impl Scene
impl Scene
Sourcepub fn from_dynamic_scene(
dynamic_scene: &DynamicScene,
type_registry: &AppTypeRegistry,
) -> Result<Scene, SceneSpawnError>
pub fn from_dynamic_scene( dynamic_scene: &DynamicScene, type_registry: &AppTypeRegistry, ) -> Result<Scene, SceneSpawnError>
Create a new scene from a given dynamic scene.
Sourcepub fn clone_with(
&self,
type_registry: &AppTypeRegistry,
) -> Result<Scene, SceneSpawnError>
pub fn clone_with( &self, type_registry: &AppTypeRegistry, ) -> Result<Scene, SceneSpawnError>
Clone the scene.
This method will return a SceneSpawnError if a type either is not registered in the
provided AppTypeRegistry or doesn’t reflect the Component trait.
Sourcepub fn write_to_world_with(
&self,
world: &mut World,
entity_map: &mut EntityHashMap<Entity>,
type_registry: &AppTypeRegistry,
) -> Result<(), SceneSpawnError>
pub fn write_to_world_with( &self, world: &mut World, entity_map: &mut EntityHashMap<Entity>, type_registry: &AppTypeRegistry, ) -> Result<(), SceneSpawnError>
Write the 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 or doesn’t reflect the Component trait.
Trait Implementations§
Source§impl TypePath for Scene
impl TypePath for Scene
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
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Source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Source§impl VisitAssetDependencies for Scene
impl VisitAssetDependencies for Scene
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for Scene
Auto Trait Implementations§
impl !Freeze for Scene
impl !RefUnwindSafe for Scene
impl Send for Scene
impl Sync for Scene
impl Unpin for Scene
impl !UnwindSafe for Scene
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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Return the
T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.Source§impl<A> AssetContainer for Awhere
A: Asset,
impl<A> AssetContainer for Awhere
A: Asset,
fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)
fn asset_type_name(&self) -> &'static str
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T: ?Sized,
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