Struct Scene

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#[repr(C)]
pub struct Scene { pub world: World, pub command_buffer: CommandBuffer, /* private fields */ }
Expand description

Scene contains the ECS world and various functionality to interact with it.

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§world: World§command_buffer: CommandBuffer

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impl Scene

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pub fn new() -> Self

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pub fn get_entity_resource(&self) -> Entity

Gets the entity that contains all the resources

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pub fn get_unused_name(&self) -> String

Creates a name that is guaranteed to be unused

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pub fn get_or_create_hidden_entity(&mut self, name: &str) -> EntityMut<'_>

Creates a entity with a name or gets the one that already exists with that concrete name You can keep adding components to this entity with .insert()

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pub fn get_or_create_entity(&mut self, name: &str) -> EntityMut<'_>

Creates a entity with a name or gets the one that already exists with that concrete name You can keep adding components to this entity with .insert() Also inserts a renderable component

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pub fn despawn_with_name(&mut self, name: &str)

Despawns entity with a certain name and all it’s components

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pub fn despawn(&mut self, entity: Entity)

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pub fn get_entity_with_name(&self, name: &str) -> Option<Entity>

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Will panic if no entity has that name

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pub fn get_entity_mut_with_name(&mut self, name: &str) -> Option<EntityMut<'_>>

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Will panic if no entity has that name

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pub fn find_entity_with_id(&mut self, id: u8) -> Option<EntityRef<'_>>

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Will return None if no entity with id found

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pub fn get_current_cam(&self) -> Option<Camera>

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Will panic if there is no camera added yet

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pub fn add_resource<T: Component>(&mut self, component: T)

Use to create a unique component, similar to resources in Bevy

§Panics

Will panic if the entity that contains all the resources has not been created

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pub fn remove_resource<T: Component>(&mut self) -> Result<T, ComponentError>

§Panics

This function will panic if the entity that contains all the resources has not been created.

§Errors

This function will return an error if the required component does not exist.

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pub fn has_resource<T: Component>(&self) -> bool

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Will panic if the entity that contains all the resources has not been created

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pub fn get_resource<'a, T: ComponentRef<'a>>( &'a self, ) -> Result<<T as ComponentRef<'a>>::Ref, ComponentError>

Gets a resource which is a component shared between all entities Use with: scene.get_resource::<&mut Component>();

§Errors

Will error if the entity that contains all the resources has not been created

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pub fn insert_if_doesnt_exist<T: Component + Default>(&mut self, entity: Entity)

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Will panic if the entity has not been created

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pub fn get_comp<'a, T: ComponentRef<'a>>( &'a self, entity: &Entity, ) -> Result<<T as ComponentRef<'a>>::Ref, ComponentError>

Generic function to get a component for a certain entity. Merely syntactic sugar. Use with: scene.get_comp::<&mut Component>(&entity);

§Errors

Will error if the component or the entity does not exist

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pub fn get_lights(&self, sorted_by_name: bool) -> Vec<Entity>

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Will panic if the entity does not have a name assigned

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pub fn get_all_entities(&self, sorted_by_name: bool) -> Vec<Entity>

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pub fn get_renderables(&self, sorted_by_name: bool) -> Vec<Entity>

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pub fn get_renderable_names(&self) -> Vec<String>

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pub fn nr_renderables(&self) -> u32

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pub fn get_bounding_points(&self) -> (Point3<f32>, Point3<f32>)

get two points that define the minimal point of the scene in all dimensions and the maximum point of the scene in all directions. These two points would form a rectangle containing the whole scene without the floor

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pub fn get_min_y(&self) -> f32

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pub fn get_scale(&self) -> f32

get the scale of the scene. useful for adding camera or lights automtically

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pub fn get_centroid(&self) -> Point3<f32>

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pub fn init_3_point_light( &self, light_config: &mut LightConfig, idx: usize, scale: f32, centroid: &Point3<f32>, )

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pub fn make_concrete_config(&self, config: &mut Config)

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pub fn from_config(&mut self, config: &mut Config, width: u32, height: u32)

§Panics

Will panic if the camera entity has not yet been created

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pub fn create_floor(&mut self, config: &Config)

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pub fn get_floor(&self) -> Option<Actor>

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pub fn has_floor(&self) -> bool

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pub fn remove_all_gpu_components(&mut self)

Trait Implementations§

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impl Default for Scene

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl GetStaticEquivalent_ for Scene

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type StaticEquivalent = _static_Scene

The 'static equivalent of Self
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impl StableAbi for Scene

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const LAYOUT: &'static TypeLayout

The layout of the type provided by implementors.
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type IsNonZeroType = False

Whether this type has a single invalid bit-pattern. Read more
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const ABI_CONSTS: AbiConsts = _

const-equivalents of the associated types.

Auto Trait Implementations§

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impl !Freeze for Scene

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impl RefUnwindSafe for Scene

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impl Send for Scene

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impl Sync for Scene

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impl Unpin for Scene

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impl UnwindSafe for Scene

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impl<T> AlignerFor<1> for T

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type Aligner = AlignTo1<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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impl<T> AlignerFor<1024> for T

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type Aligner = AlignTo1024<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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impl<T> AlignerFor<128> for T

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type Aligner = AlignTo128<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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impl<T> AlignerFor<16> for T

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type Aligner = AlignTo16<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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impl<T> AlignerFor<16384> for T

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type Aligner = AlignTo16384<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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impl<T> AlignerFor<2> for T

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type Aligner = AlignTo2<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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impl<T> AlignerFor<2048> for T

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type Aligner = AlignTo2048<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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impl<T> AlignerFor<256> for T

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type Aligner = AlignTo256<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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impl<T> AlignerFor<32> for T

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type Aligner = AlignTo32<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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impl<T> AlignerFor<32768> for T

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type Aligner = AlignTo32768<T>

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impl<T> AlignerFor<4> for T

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type Aligner = AlignTo4<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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impl<T> AlignerFor<4096> for T

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type Aligner = AlignTo4096<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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type Aligner = AlignTo512<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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type Aligner = AlignTo64<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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type Aligner = AlignTo8<T>

The AlignTo* type which aligns Self to ALIGNMENT.
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type Aligner = AlignTo8192<T>

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

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