Struct bevy::prelude::DynamicScene

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pub struct DynamicScene {
    pub resources: Vec<Box<dyn Reflect>>,
    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 Reflect>>

Resources stored in the dynamic scene.

§entities: Vec<DynamicEntity>

Entities contained in the dynamic scene.

Implementations§

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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.

Examples found in repository?
examples/scene/scene.rs (line 124)
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fn save_scene_system(world: &mut World) {
    // Scenes can be created from any ECS World.
    // You can either create a new one for the scene or use the current World.
    // For demonstration purposes, we'll create a new one.
    let mut scene_world = World::new();

    // The `TypeRegistry` resource contains information about all registered types (including components).
    // This is used to construct scenes, so we'll want to ensure that our previous type registrations
    // exist in this new scene world as well.
    // To do this, we can simply clone the `AppTypeRegistry` resource.
    let type_registry = world.resource::<AppTypeRegistry>().clone();
    scene_world.insert_resource(type_registry);

    let mut component_b = ComponentB::from_world(world);
    component_b.value = "hello".to_string();
    scene_world.spawn((
        component_b,
        ComponentA { x: 1.0, y: 2.0 },
        Transform::IDENTITY,
        Name::new("joe"),
    ));
    scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
    scene_world.insert_resource(ResourceA { score: 1 });

    // With our sample world ready to go, we can now create our scene using DynamicScene or DynamicSceneBuilder.
    // For simplicity, we will create our scene using DynamicScene:
    let scene = DynamicScene::from_world(&scene_world);

    // Scenes can be serialized like this:
    let type_registry = world.resource::<AppTypeRegistry>();
    let serialized_scene = scene.serialize_ron(type_registry).unwrap();

    // Showing the scene in the console
    info!("{}", serialized_scene);

    // Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
    // as they are blocking
    // This can't work in WASM as there is no filesystem access
    #[cfg(not(target_arch = "wasm32"))]
    IoTaskPool::get()
        .spawn(async move {
            // Write the scene RON data to file
            File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
                .and_then(|mut file| file.write(serialized_scene.as_bytes()))
                .expect("Error while writing scene to file");
        })
        .detach();
}
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pub fn write_to_world_with( &self, world: &mut World, entity_map: &mut HashMap<Entity, Entity, EntityHash>, 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 HashMap<Entity, Entity, EntityHash> ) -> 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_ron(&self, registry: &TypeRegistryArc) -> Result<String, Error>

Serialize this dynamic scene into rust object notation (ron).

Examples found in repository?
examples/scene/scene.rs (line 128)
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fn save_scene_system(world: &mut World) {
    // Scenes can be created from any ECS World.
    // You can either create a new one for the scene or use the current World.
    // For demonstration purposes, we'll create a new one.
    let mut scene_world = World::new();

    // The `TypeRegistry` resource contains information about all registered types (including components).
    // This is used to construct scenes, so we'll want to ensure that our previous type registrations
    // exist in this new scene world as well.
    // To do this, we can simply clone the `AppTypeRegistry` resource.
    let type_registry = world.resource::<AppTypeRegistry>().clone();
    scene_world.insert_resource(type_registry);

    let mut component_b = ComponentB::from_world(world);
    component_b.value = "hello".to_string();
    scene_world.spawn((
        component_b,
        ComponentA { x: 1.0, y: 2.0 },
        Transform::IDENTITY,
        Name::new("joe"),
    ));
    scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
    scene_world.insert_resource(ResourceA { score: 1 });

    // With our sample world ready to go, we can now create our scene using DynamicScene or DynamicSceneBuilder.
    // For simplicity, we will create our scene using DynamicScene:
    let scene = DynamicScene::from_world(&scene_world);

    // Scenes can be serialized like this:
    let type_registry = world.resource::<AppTypeRegistry>();
    let serialized_scene = scene.serialize_ron(type_registry).unwrap();

    // Showing the scene in the console
    info!("{}", serialized_scene);

    // Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
    // as they are blocking
    // This can't work in WASM as there is no filesystem access
    #[cfg(not(target_arch = "wasm32"))]
    IoTaskPool::get()
        .spawn(async move {
            // Write the scene RON data to file
            File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
                .and_then(|mut file| file.write(serialized_scene.as_bytes()))
                .expect("Error while writing scene to file");
        })
        .detach();
}

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
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> 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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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> DynamicTypePath for T
where T: TypePath,

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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

Creates Self using data from the given World.
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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Performs the conversion.
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where S: Into<Dispatch>,

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impl<S, T> Duplex<S> for T
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