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:
SceneSpawner::spawn_dynamic
- adding the
DynamicSceneRoot
component to an entity. - using the
DynamicSceneBuilder
to construct aDynamicScene
fromWorld
.
Fields§
§resources: Vec<Box<dyn PartialReflect>>
Resources stored in the dynamic scene.
entities: Vec<DynamicEntity>
Entities contained in the dynamic scene.
Implementations§
Source§impl DynamicScene
impl DynamicScene
Sourcepub fn from_scene(scene: &Scene) -> DynamicScene
pub fn from_scene(scene: &Scene) -> DynamicScene
Create a new dynamic scene from a given scene.
Sourcepub fn from_world(world: &World) -> DynamicScene
pub fn from_world(world: &World) -> DynamicScene
Create a new dynamic scene from a given world.
Examples found in repository?
160fn save_scene_system(world: &mut World) {
161 // Scenes can be created from any ECS World.
162 // You can either create a new one for the scene or use the current World.
163 // For demonstration purposes, we'll create a new one.
164 let mut scene_world = World::new();
165
166 // The `TypeRegistry` resource contains information about all registered types (including components).
167 // This is used to construct scenes, so we'll want to ensure that our previous type registrations
168 // exist in this new scene world as well.
169 // To do this, we can simply clone the `AppTypeRegistry` resource.
170 let type_registry = world.resource::<AppTypeRegistry>().clone();
171 scene_world.insert_resource(type_registry);
172
173 let mut component_b = ComponentB::from_world(world);
174 component_b.value = "hello".to_string();
175 scene_world.spawn((
176 component_b,
177 ComponentA { x: 1.0, y: 2.0 },
178 Transform::IDENTITY,
179 Name::new("joe"),
180 ));
181 scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
182 scene_world.insert_resource(ResourceA { score: 1 });
183
184 // With our sample world ready to go, we can now create our scene using DynamicScene or DynamicSceneBuilder.
185 // For simplicity, we will create our scene using DynamicScene:
186 let scene = DynamicScene::from_world(&scene_world);
187
188 // Scenes can be serialized like this:
189 let type_registry = world.resource::<AppTypeRegistry>();
190 let type_registry = type_registry.read();
191 let serialized_scene = scene.serialize(&type_registry).unwrap();
192
193 // Showing the scene in the console
194 info!("{}", serialized_scene);
195
196 // Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
197 // as they are blocking.
198 //
199 // This can't work in Wasm as there is no filesystem access.
200 #[cfg(not(target_arch = "wasm32"))]
201 IoTaskPool::get()
202 .spawn(async move {
203 // Write the scene RON data to file
204 File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
205 .and_then(|mut file| file.write(serialized_scene.as_bytes()))
206 .expect("Error while writing scene to file");
207 })
208 .detach();
209}
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 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.
Sourcepub fn write_to_world(
&self,
world: &mut World,
entity_map: &mut EntityHashMap<Entity>,
) -> Result<(), SceneSpawnError>
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.
Sourcepub fn serialize(&self, registry: &TypeRegistry) -> Result<String, Error>
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
.
Examples found in repository?
160fn save_scene_system(world: &mut World) {
161 // Scenes can be created from any ECS World.
162 // You can either create a new one for the scene or use the current World.
163 // For demonstration purposes, we'll create a new one.
164 let mut scene_world = World::new();
165
166 // The `TypeRegistry` resource contains information about all registered types (including components).
167 // This is used to construct scenes, so we'll want to ensure that our previous type registrations
168 // exist in this new scene world as well.
169 // To do this, we can simply clone the `AppTypeRegistry` resource.
170 let type_registry = world.resource::<AppTypeRegistry>().clone();
171 scene_world.insert_resource(type_registry);
172
173 let mut component_b = ComponentB::from_world(world);
174 component_b.value = "hello".to_string();
175 scene_world.spawn((
176 component_b,
177 ComponentA { x: 1.0, y: 2.0 },
178 Transform::IDENTITY,
179 Name::new("joe"),
180 ));
181 scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
182 scene_world.insert_resource(ResourceA { score: 1 });
183
184 // With our sample world ready to go, we can now create our scene using DynamicScene or DynamicSceneBuilder.
185 // For simplicity, we will create our scene using DynamicScene:
186 let scene = DynamicScene::from_world(&scene_world);
187
188 // Scenes can be serialized like this:
189 let type_registry = world.resource::<AppTypeRegistry>();
190 let type_registry = type_registry.read();
191 let serialized_scene = scene.serialize(&type_registry).unwrap();
192
193 // Showing the scene in the console
194 info!("{}", serialized_scene);
195
196 // Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
197 // as they are blocking.
198 //
199 // This can't work in Wasm as there is no filesystem access.
200 #[cfg(not(target_arch = "wasm32"))]
201 IoTaskPool::get()
202 .spawn(async move {
203 // Write the scene RON data to file
204 File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
205 .and_then(|mut file| file.write(serialized_scene.as_bytes()))
206 .expect("Error while writing scene to file");
207 })
208 .detach();
209}
Trait Implementations§
Source§impl Default for DynamicScene
impl Default for DynamicScene
Source§fn default() -> DynamicScene
fn default() -> DynamicScene
Source§impl TypePath for DynamicScene
impl TypePath for DynamicScene
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
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fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
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fn crate_name() -> Option<&'static str>
Source§impl VisitAssetDependencies for DynamicScene
impl VisitAssetDependencies for DynamicScene
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for DynamicScene
Auto Trait Implementations§
impl Freeze for DynamicScene
impl !RefUnwindSafe for DynamicScene
impl Send for DynamicScene
impl Sync for DynamicScene
impl Unpin for DynamicScene
impl !UnwindSafe for DynamicScene
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