Struct bevy::prelude::DynamicSceneBuilder
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§
§impl<'w> DynamicSceneBuilder<'w>
impl<'w> DynamicSceneBuilder<'w>
pub fn from_world(world: &'w World) -> DynamicSceneBuilder<'w>
pub fn from_world(world: &'w World) -> DynamicSceneBuilder<'w>
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.
pub fn from_world_with_type_registry(
world: &'w World,
type_registry: AppTypeRegistry
) -> DynamicSceneBuilder<'w>
pub fn from_world_with_type_registry( world: &'w World, type_registry: AppTypeRegistry ) -> DynamicSceneBuilder<'w>
Prepare a builder that will extract entities and their component from the given World
.
Only components registered in the given AppTypeRegistry
will be extracted.
pub fn build(self) -> DynamicScene
pub fn build(self) -> DynamicScene
Consume the builder, producing a DynamicScene
.
To make sure the dynamic scene doesn’t contain entities without any components, call
Self::remove_empty_entities
before building the scene.
pub fn extract_entity(&mut self, entity: Entity) -> &mut DynamicSceneBuilder<'w>
pub fn extract_entity(&mut self, entity: Entity) -> &mut DynamicSceneBuilder<'w>
Extract one entity from the builder’s World
.
Re-extracting an entity that was already extracted will have no effect.
pub fn remove_empty_entities(&mut self) -> &mut DynamicSceneBuilder<'w>
pub fn remove_empty_entities(&mut self) -> &mut DynamicSceneBuilder<'w>
Despawns all entities with no components.
These were likely created because none of their components were present in the provided type registry upon extraction.
pub fn extract_entities(
&mut self,
entities: impl Iterator<Item = Entity>
) -> &mut DynamicSceneBuilder<'w>
pub fn extract_entities( &mut self, entities: impl Iterator<Item = Entity> ) -> &mut DynamicSceneBuilder<'w>
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§
impl<'w> !RefUnwindSafe for DynamicSceneBuilder<'w>
impl<'w> Send for DynamicSceneBuilder<'w>
impl<'w> Sync for DynamicSceneBuilder<'w>
impl<'w> Unpin for DynamicSceneBuilder<'w>
impl<'w> !UnwindSafe for DynamicSceneBuilder<'w>
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