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Scene

Struct Scene 

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pub struct Scene { /* private fields */ }
Expand description

A hierarchical scene graph for storing and organizing nodes.

the scene manages the Scene Tree which stores Nodes in a Tree structure meaning Nodes can have children. Nodes are stored internally using a RWLock to allow mutibility because of this borrow checking is runtime managed and calling .write on the same node twice at once will panic.

§Example

let scene = Scene::new();
let camera = scene.add("main_camera", Camera3D::default());
let player = Scene.add("player", Player::default());
player.add_child("tool", Tool::new());

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impl<'a> Scene

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pub fn new() -> Scene

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pub fn spawn<T>(&'a self, name: impl Into<String>, node: T) -> NodeHandle<'a, T>
where T: Node,

Adds a node to the root of the scene with no parents.

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pub fn spawn_as_child<T>( &'a self, name: impl Into<String>, node: T, parent: NodeId, ) -> NodeHandle<'a, T>
where T: Node,

Adds a node to the scene with a parent

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pub fn on<E, N>( &self, node: NodeId, handler: impl FnMut(EventCtx<'_, E, N>) + SendSync + 'static, )
where E: EventLabel, N: Node,

add an event to a node

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pub fn merge(&self, other: impl Into<Scene>) -> Vec<NodeId>

merge a different scene into this one preserving the hierarchy.

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pub fn merge_as_child( &self, other: impl Into<Scene>, parent: NodeId, ) -> Vec<NodeId>

merge a different scene as a child of a specified node

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pub fn merge_asset<T>(&self, handle: AssetHandle<T>)
where T: Asset + SceneAsset,

merge a scene without blocking the load

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pub fn merge_asset_as_child<T>(&self, handle: AssetHandle<T>, parent: NodeId)
where T: Asset + SceneAsset,

merge a scene assent as a child of a node

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pub fn get<T>(&'a self, id: NodeId) -> Option<NodeHandle<'a, T>>
where T: Node,

get handle to a node via an id

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pub fn get_by_name<T>(&'a self, name: &str) -> Option<NodeHandle<'a, T>>
where T: Node,

get a node by name

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pub fn parent(&self, id: NodeId) -> Option<NodeId>

get the parent of the node

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pub fn children(&self, id: NodeId) -> Vec<NodeId>

get the children of the node

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pub fn node_name(&self, id: NodeId) -> Option<String>

get the name of a node

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pub fn collect<T>(&'a self) -> Vec<NodeHandle<'a, T>>
where T: Node,

collects all nodes of a specific type

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pub fn root_ids(&self) -> Vec<NodeId>

get all the root node ids

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pub fn emit<E>(&self, event: &E, ctx: &GameContext)
where E: EventLabel,

emit an event to the scene (this will also update world space transforms)

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pub fn sync_world_transform(&self)

goes through every node and updates the world position recursively

this is done once per frame after update

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pub fn emit_to<E>(&self, id: NodeId, event: &E, ctx: &GameContext)
where E: EventLabel,

emit an event to a single node

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pub fn for_each<T>(&self, f: &mut impl FnMut(&mut T))
where T: Node,

run a callback on each node of a specific type

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pub fn for_each_ref<T>(&self, f: &mut impl FnMut(&T))
where T: Node,

run a callback for each node of a specific type

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pub fn for_each_with_id<T>(&self, f: &mut impl FnMut(NodeId, &mut T))
where T: Node,

run a callback on each node of a specific type and get the NodeId

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pub fn poll_async(&mut self, assets: &AssetLibrary)

polls pending assets and adds them if ready

Trait Implementations§

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impl Default for Scene

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fn default() -> Scene

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

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fn into(self, _assets: &AssetLibrary) -> Scene

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

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

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.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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Converts Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Converts &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn into_any_sync(self: Box<T>) -> Box<dyn Any + Send + Sync>

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const ALIGN: usize

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