pub struct Scene {
pub graph: Graph,
pub rendering_options: InheritableVariable<SceneRenderingOptions>,
pub drawing_context: SceneDrawingContext,
pub performance_statistics: PerformanceStatistics,
pub enabled: InheritableVariable<bool>,
}
Expand description
See module docs.
Fields§
§graph: Graph
Graph is main container for all scene nodes. It calculates global transforms for nodes,
updates them and performs all other important work. See graph
module docs for more
info.
rendering_options: InheritableVariable<SceneRenderingOptions>
Rendering options of a scene. See SceneRenderingOptions
docs for more info.
drawing_context: SceneDrawingContext
Drawing context for simple graphics.
performance_statistics: PerformanceStatistics
Performance statistics from last update
call.
enabled: InheritableVariable<bool>
Whether the scene will be updated and rendered or not. Default is true.
This flag allowing you to build a scene manager for your game. For example,
you may have a scene for menu and one per level. Menu’s scene is persistent,
however you don’t want it to be updated and renderer while you have a level
loaded and playing a game. When you’re start playing, just set enabled
flag
to false for menu’s scene and when you need to open a menu - set it to true and
set enabled
flag to false for level’s scene.
Implementations§
Source§impl Scene
impl Scene
Sourcepub fn new() -> Self
pub fn new() -> Self
Creates new scene with single root node.
§Notes
This method differs from Default trait implementation! Scene::default() creates empty graph with no nodes.
Sourcepub fn collect_used_resources(&self) -> FxHashSet<UntypedResource>
pub fn collect_used_resources(&self) -> FxHashSet<UntypedResource>
Collects all resources used by the scene. It uses reflection to “scan” the contents of the scene, so
if some fields marked with #[reflect(hidden)]
attribute, then such field will be ignored!
Sourcepub fn update(
&mut self,
frame_size: Vector2<f32>,
dt: f32,
switches: GraphUpdateSwitches,
)
pub fn update( &mut self, frame_size: Vector2<f32>, dt: f32, switches: GraphUpdateSwitches, )
Performs single update tick with given delta time from last frame. Internally it updates physics, animations, and each graph node. In most cases there is no need to call it directly, engine automatically updates all available scenes.
Sourcepub fn clone<F, Pre, Post>(
&self,
root: Handle<Node>,
filter: &mut F,
pre_process_callback: &mut Pre,
post_process_callback: &mut Post,
) -> (Self, NodeHandleMap<Node>)
pub fn clone<F, Pre, Post>( &self, root: Handle<Node>, filter: &mut F, pre_process_callback: &mut Pre, post_process_callback: &mut Post, ) -> (Self, NodeHandleMap<Node>)
Creates deep copy of a scene, filter predicate allows you to filter out nodes by your criteria.
Sourcepub fn clone_one_to_one(&self) -> (Self, NodeHandleMap<Node>)
pub fn clone_one_to_one(&self) -> (Self, NodeHandleMap<Node>)
Creates deep copy of a scene. Same as Self::clone
, but does 1:1 cloning.
Sourcepub fn save(&mut self, region_name: &str, visitor: &mut Visitor) -> VisitResult
pub fn save(&mut self, region_name: &str, visitor: &mut Visitor) -> VisitResult
Tries to serialize the scene using the specified serializer. The serializer must be in write mode, otherwise
serialization will fail. The region_name
argument must be Scene
(scene loader expects this value, you can
use any other if you don’t plan to load scenes using the standard mechanism).. Keep in mind, that this method
does not write anything to a file, instead it just fills in the serializer.
§Example
use fyrox_resource::untyped::ResourceKind;
// Create a scene.
let mut scene = Scene::new();
MeshBuilder::new(BaseBuilder::new())
.with_surfaces(vec![SurfaceBuilder::new(SurfaceResource::new_ok( ResourceKind::Embedded,
SurfaceData::make_cube(Default::default()),
))
.build()])
.build(&mut scene.graph);
// Serialize the content.
let mut visitor = Visitor::new();
scene.save("Scene", &mut visitor).unwrap();
// Write the data to a file.
visitor.save_binary("path/to/a/scene.rgs").unwrap();
Trait Implementations§
Source§impl Reflect for Scenewhere
Self: 'static,
Graph: Reflect,
InheritableVariable<SceneRenderingOptions>: Reflect,
InheritableVariable<bool>: Reflect,
impl Reflect for Scenewhere
Self: 'static,
Graph: Reflect,
InheritableVariable<SceneRenderingOptions>: Reflect,
InheritableVariable<bool>: Reflect,
fn source_path() -> &'static str
fn type_name(&self) -> &'static str
fn doc(&self) -> &'static str
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Auto Trait Implementations§
impl !Freeze for Scene
impl !RefUnwindSafe for Scene
impl Send for Scene
impl !Sync for Scene
impl Unpin for Scene
impl !UnwindSafe for Scene
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