use gizmo_core::World;
use gizmo_physics::shape::Collider;
use gizmo_scene::registry::SceneRegistry;
use gizmo_scene::scene::SceneData;
fn main() {
let mut world = World::new();
let ent = world.spawn();
world.add_component(
ent,
gizmo_core::component::EntityName("Test Car".to_string()),
);
world.add_component(ent, Collider::aabb(gizmo_math::Vec3::new(1.0, 1.0, 1.0)));
let registry = SceneRegistry::default();
SceneData::save(&world, "test_backup.scene", ®istry).unwrap();
let entities = world.iter_alive_entities();
for e in entities {
world.despawn_by_id(e.id());
}
}