pub struct Scene {
pub world: World,
}
Expand description
To spawn a scene, you can use either:
SceneSpawner::spawn
- adding the
SceneBundle
to an entity - adding the
Handle<Scene>
to an entity (the scene will only be visible if the entity already hasTransform
andGlobalTransform
components)
Fields§
§world: World
Implementations§
§impl Scene
impl Scene
pub fn new(world: World) -> Scene
pub fn from_dynamic_scene(
dynamic_scene: &DynamicScene,
type_registry: &AppTypeRegistry
) -> Result<Scene, SceneSpawnError>
pub fn from_dynamic_scene( dynamic_scene: &DynamicScene, type_registry: &AppTypeRegistry ) -> Result<Scene, SceneSpawnError>
Create a new scene from a given dynamic scene.
pub fn clone_with(
&self,
type_registry: &AppTypeRegistry
) -> Result<Scene, SceneSpawnError>
pub fn clone_with( &self, type_registry: &AppTypeRegistry ) -> Result<Scene, SceneSpawnError>
Clone the scene.
This method will return a SceneSpawnError
if a type either is not registered in the
provided AppTypeRegistry
or doesn’t reflect the Component
trait.
pub fn write_to_world_with(
&self,
world: &mut World,
type_registry: &AppTypeRegistry
) -> Result<InstanceInfo, SceneSpawnError>
pub fn write_to_world_with( &self, world: &mut World, type_registry: &AppTypeRegistry ) -> Result<InstanceInfo, SceneSpawnError>
Write the 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
or doesn’t reflect the Component
trait.
Trait Implementations§
Auto Trait Implementations§
impl !RefUnwindSafe for Scene
impl Send for Scene
impl Sync for Scene
impl Unpin for Scene
impl UnwindSafe for Scene
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
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.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
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.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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.