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§

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impl<'w> DynamicSceneBuilder<'w>

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pub fn from_world(world: &'w World) -> Self

Prepare a builder that will extract entities and their component from the given World.

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pub fn with_filter(self, filter: SceneFilter) -> Self

Specify a custom component SceneFilter to be used with this builder.

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pub fn with_resource_filter(self, filter: SceneFilter) -> Self

Specify a custom resource SceneFilter to be used with this builder.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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();

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