Struct DynamicScene

Source
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.

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 186)
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}
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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.

Examples found in repository?
examples/scene/scene.rs (line 191)
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§

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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 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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