Struct bevy_scene::DynamicSceneBuilder
source · pub struct DynamicSceneBuilder<'w> { /* private fields */ }
Expand description
A DynamicScene
builder, used to build a scene from a World
by extracting some entities and resources.
Component Extraction
By default, all components registered with ReflectComponent
type data in a world’s AppTypeRegistry
will be extracted.
(this type data is added automatically during registration if Reflect
is derived with the #[reflect(Component)]
attribute).
This can be changed by specifying a filter or by explicitly
allowing/denying certain components.
Extraction happens immediately and uses the filter as it exists during the time of extraction.
Resource Extraction
By default, all resources registered with ReflectResource
type data in a world’s AppTypeRegistry
will be extracted.
(this type data is added automatically during registration if Reflect
is derived with the #[reflect(Resource)]
attribute).
This can be changed by specifying a filter or by explicitly
allowing/denying certain resources.
Extraction happens immediately and uses the filter as it exists during the time of extraction.
Entity Order
Extracted entities will always be stored in ascending order based on their index.
This means that inserting Entity(1v0)
then Entity(0v0)
will always result in the entities
being ordered as [Entity(0v0), Entity(1v0)]
.
Example
let dynamic_scene = DynamicSceneBuilder::from_world(&world).extract_entity(entity).build();
Implementations§
source§impl<'w> DynamicSceneBuilder<'w>
impl<'w> DynamicSceneBuilder<'w>
sourcepub fn from_world(world: &'w World) -> Self
pub fn from_world(world: &'w World) -> Self
Prepare a builder that will extract entities and their component from the given World
.
sourcepub fn with_filter(self, filter: SceneFilter) -> Self
pub fn with_filter(self, filter: SceneFilter) -> Self
Specify a custom component SceneFilter
to be used with this builder.
sourcepub fn with_resource_filter(self, filter: SceneFilter) -> Self
pub fn with_resource_filter(self, filter: SceneFilter) -> Self
Specify a custom resource SceneFilter
to be used with this builder.
sourcepub fn allow<T: Component>(self) -> Self
pub fn allow<T: Component>(self) -> Self
Allows the given component type, T
, to be included in the generated scene.
This method may be called multiple times for any number of components.
This is the inverse of deny
.
If T
has already been denied, then it will be removed from the denylist.
sourcepub fn deny<T: Component>(self) -> Self
pub fn deny<T: Component>(self) -> Self
Denies the given component type, T
, from being included in the generated scene.
This method may be called multiple times for any number of components.
This is the inverse of allow
.
If T
has already been allowed, then it will be removed from the allowlist.
sourcepub fn allow_all(self) -> Self
pub fn allow_all(self) -> Self
Updates the filter to allow all component types.
This is useful for resetting the filter so that types may be selectively denied.
sourcepub fn deny_all(self) -> Self
pub fn deny_all(self) -> Self
Updates the filter to deny all component types.
This is useful for resetting the filter so that types may be selectively allowed.
sourcepub fn allow_resource<T: Resource>(self) -> Self
pub fn allow_resource<T: Resource>(self) -> Self
Allows the given resource type, T
, to be included in the generated scene.
This method may be called multiple times for any number of resources.
This is the inverse of deny_resource
.
If T
has already been denied, then it will be removed from the denylist.
sourcepub fn deny_resource<T: Resource>(self) -> Self
pub fn deny_resource<T: Resource>(self) -> Self
Denies the given resource type, T
, from being included in the generated scene.
This method may be called multiple times for any number of resources.
This is the inverse of allow_resource
.
If T
has already been allowed, then it will be removed from the allowlist.
sourcepub fn allow_all_resources(self) -> Self
pub fn allow_all_resources(self) -> Self
Updates the filter to allow all resource types.
This is useful for resetting the filter so that types may be selectively denied.
sourcepub fn deny_all_resources(self) -> Self
pub fn deny_all_resources(self) -> Self
Updates the filter to deny all resource types.
This is useful for resetting the filter so that types may be selectively allowed.
sourcepub fn build(self) -> DynamicScene
pub fn build(self) -> DynamicScene
Consume the builder, producing a DynamicScene
.
To make sure the dynamic scene doesn’t contain entities without any components, call
Self::remove_empty_entities
before building the scene.
sourcepub fn extract_entity(self, entity: Entity) -> Self
pub fn extract_entity(self, entity: Entity) -> Self
Extract one entity from the builder’s World
.
Re-extracting an entity that was already extracted will have no effect.
sourcepub fn remove_empty_entities(self) -> Self
pub fn remove_empty_entities(self) -> Self
Despawns all entities with no components.
These were likely created because none of their components were present in the provided type registry upon extraction.
sourcepub fn extract_entities(self, entities: impl Iterator<Item = Entity>) -> Self
pub fn extract_entities(self, entities: impl Iterator<Item = Entity>) -> Self
Extract entities from the builder’s World
.
Re-extracting an entity that was already extracted will have no effect.
To control which components are extracted, use the allow
or
deny
helper methods.
This method may be used to extract entities from a query:
#[derive(Component, Default, Reflect)]
#[reflect(Component)]
struct MyComponent;
let mut query = world.query_filtered::<Entity, With<MyComponent>>();
let scene = DynamicSceneBuilder::from_world(&world)
.extract_entities(query.iter(&world))
.build();
Note that components extracted from queried entities must still pass through the filter if one is set.
sourcepub fn extract_resources(self) -> Self
pub fn extract_resources(self) -> Self
Extract resources from the builder’s World
.
Re-extracting a resource that was already extracted will have no effect.
To control which resources are extracted, use the allow_resource
or
deny_resource
helper methods.
#[derive(Resource, Default, Reflect)]
#[reflect(Resource)]
struct MyResource;
world.insert_resource(MyResource);
let mut builder = DynamicSceneBuilder::from_world(&world).extract_resources();
let scene = builder.build();
Auto Trait Implementations§
impl<'w> !RefUnwindSafe for DynamicSceneBuilder<'w>
impl<'w> Send for DynamicSceneBuilder<'w>
impl<'w> Sync for DynamicSceneBuilder<'w>
impl<'w> Unpin for DynamicSceneBuilder<'w>
impl<'w> !UnwindSafe for DynamicSceneBuilder<'w>
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