pub struct DynamicSceneBuilder<'w> { /* private fields */ }
Expand description

A DynamicScene builder, used to build a scene from a World by extracting some entities.

Entity Order

Extracted entities will always be stored in ascending order based on their id. This means that inserting Entity(1v0) then Entity(0v0) will always result in the entities being ordered as [Entity(0v0), Entity(1v0)].

Example

let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entity(entity);
let dynamic_scene = builder.build();

Implementations§

Prepare a builder that will extract entities and their component from the given World. All components registered in that world’s AppTypeRegistry resource will be extracted.

Prepare a builder that will extract entities and their component from the given World. Only components registered in the given AppTypeRegistry will be extracted.

Consume the builder, producing a DynamicScene.

Extract one entity from the builder’s World.

Re-extracting an entity that was already extracted will have no effect.

Extract entities from the builder’s World.

Re-extracting an entity that was already extracted will have no effect.

Extracting entities can be used to extract entities from a query:

#[derive(Component, Default, Reflect)]
#[reflect(Component)]
struct MyComponent;

let mut query = world.query_filtered::<Entity, With<MyComponent>>();

let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entities(query.iter(&world));
let scene = builder.build();

Auto Trait Implementations§

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