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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="Provides scene definition, instantiation and serialization/deserialization."><title>bevy_scene - Rust</title><script>if(window.location.protocol!=="file:")document.head.insertAdjacentHTML("beforeend","SourceSerif4-Regular-6b053e98.ttf.woff2,FiraSans-Regular-0fe48ade.woff2,FiraSans-Medium-e1aa3f0a.woff2,SourceCodePro-Regular-8badfe75.ttf.woff2,SourceCodePro-Semibold-aa29a496.ttf.woff2".split(",").map(f=>`<link rel="preload" as="font" type="font/woff2" crossorigin href="../static.files/${f}">`).join(""))</script><link rel="stylesheet" href="../static.files/normalize-9960930a.css"><link rel="stylesheet" href="../static.files/rustdoc-42caa33d.css"><meta name="rustdoc-vars" data-root-path="../" data-static-root-path="../static.files/" data-current-crate="bevy_scene" data-themes="" data-resource-suffix="" data-rustdoc-version="1.84.0 (9fc6b4312 2025-01-07)" data-channel="1.84.0" data-search-js="search-92e6798f.js" data-settings-js="settings-0f613d39.js" ><script src="../static.files/storage-59e33391.js"></script><script defer src="../crates.js"></script><script defer src="../static.files/main-5f194d8c.js"></script><noscript><link rel="stylesheet" href="../static.files/noscript-893ab5e7.css"></noscript><link rel="icon" href="https://bevyengine.org/assets/icon.png"></head><body class="rustdoc mod crate"><!--[if lte IE 11]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="mobile-topbar"><button class="sidebar-menu-toggle" title="show sidebar"></button><a class="logo-container" href="../bevy_scene/index.html"><img src="https://bevyengine.org/assets/icon.png" alt=""></a></nav><nav class="sidebar"><div class="sidebar-crate"><a class="logo-container" href="../bevy_scene/index.html"><img src="https://bevyengine.org/assets/icon.png" alt="logo"></a><h2><a href="../bevy_scene/index.html">bevy_<wbr>scene</a><span class="version">0.15.1</span></h2></div><div class="sidebar-elems"><ul class="block"><li><a id="all-types" href="all.html">All Items</a></li></ul><section id="rustdoc-toc"><h3><a href="#reexports">Crate Items</a></h3><ul class="block"><li><a href="#reexports" title="Re-exports">Re-exports</a></li><li><a href="#modules" title="Modules">Modules</a></li><li><a href="#structs" title="Structs">Structs</a></li><li><a href="#enums" title="Enums">Enums</a></li><li><a href="#functions" title="Functions">Functions</a></li></ul></section><div id="rustdoc-modnav"></div></div></nav><div class="sidebar-resizer"></div><main><div class="width-limiter"><rustdoc-search></rustdoc-search><section id="main-content" class="content"><div class="main-heading"><h1>Crate <span>bevy_scene</span><button id="copy-path" title="Copy item path to clipboard">Copy item path</button></h1><rustdoc-toolbar></rustdoc-toolbar><span class="sub-heading"><a class="src" href="../src/bevy_scene/lib.rs.html#1-107">Source</a> </span></div><details class="toggle top-doc" open><summary class="hideme"><span>Expand description</span></summary><div class="docblock"><p>Provides scene definition, instantiation and serialization/deserialization.</p>
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<p>Scenes are collections of entities and their associated components that can be
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instantiated or removed from a world to allow composition. Scenes can be serialized/deserialized,
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for example to save part of the world state to a file.</p>
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</div></details><h2 id="reexports" class="section-header">Re-exports<a href="#reexports" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name" id="reexport.ron"><code>pub use bevy_asset::<a class="mod" href="../ron/index.html" title="mod ron">ron</a>;</code></div></li></ul><h2 id="modules" class="section-header">Modules<a href="#modules" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="mod" href="prelude/index.html" title="mod bevy_scene::prelude">prelude</a></div><div class="desc docblock-short">The scene prelude.</div></li><li><div class="item-name"><a class="mod" href="serde/index.html" title="mod bevy_scene::serde">serde</a></div><div class="desc docblock-short"><code>serde</code> serialization and deserialization implementation for Bevy scenes.</div></li></ul><h2 id="structs" class="section-header">Structs<a href="#structs" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="struct" href="struct.DynamicEntity.html" title="struct bevy_scene::DynamicEntity">Dynamic<wbr>Entity</a></div><div class="desc docblock-short">A reflection-powered serializable representation of an entity and its components.</div></li><li><div class="item-name"><a class="struct" href="struct.DynamicScene.html" title="struct bevy_scene::DynamicScene">Dynamic<wbr>Scene</a></div><div class="desc docblock-short">A collection of serializable resources and dynamic entities.</div></li><li><div class="item-name"><a class="struct" href="struct.DynamicSceneBuilder.html" title="struct bevy_scene::DynamicSceneBuilder">Dynamic<wbr>Scene<wbr>Builder</a></div><div class="desc docblock-short">A <a href="struct.DynamicScene.html" title="struct bevy_scene::DynamicScene"><code>DynamicScene</code></a> builder, used to build a scene from a <a href="../bevy_ecs/world/struct.World.html" title="struct bevy_ecs::world::World"><code>World</code></a> by extracting some entities and resources.</div></li><li><div class="item-name"><a class="struct" href="struct.DynamicSceneBundle.html" title="struct bevy_scene::DynamicSceneBundle">Dynamic<wbr>Scene<wbr>Bundle</a><wbr><span class="stab deprecated" title="">Deprecated</span></div><div class="desc docblock-short">A component bundle for a <a href="struct.DynamicScene.html" title="struct bevy_scene::DynamicScene"><code>DynamicScene</code></a> root.</div></li><li><div class="item-name"><a class="struct" href="struct.DynamicSceneRoot.html" title="struct bevy_scene::DynamicSceneRoot">Dynamic<wbr>Scene<wbr>Root</a></div><div class="desc docblock-short">Adding this component will spawn the scene as a child of that entity.
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Once it’s spawned, the entity will have a <a href="struct.SceneInstance.html" title="struct bevy_scene::SceneInstance"><code>SceneInstance</code></a> component.</div></li><li><div class="item-name"><a class="struct" href="struct.InstanceId.html" title="struct bevy_scene::InstanceId">Instance<wbr>Id</a></div><div class="desc docblock-short">Unique id identifying a scene instance.</div></li><li><div class="item-name"><a class="struct" href="struct.InstanceInfo.html" title="struct bevy_scene::InstanceInfo">Instance<wbr>Info</a></div><div class="desc docblock-short">Information about a scene instance.</div></li><li><div class="item-name"><a class="struct" href="struct.Scene.html" title="struct bevy_scene::Scene">Scene</a></div><div class="desc docblock-short">A composition of <a href="../bevy_ecs/world/struct.World.html" title="struct bevy_ecs::world::World"><code>World</code></a> objects.</div></li><li><div class="item-name"><a class="struct" href="struct.SceneBundle.html" title="struct bevy_scene::SceneBundle">Scene<wbr>Bundle</a><wbr><span class="stab deprecated" title="">Deprecated</span></div><div class="desc docblock-short">A component bundle for a <a href="struct.Scene.html" title="struct bevy_scene::Scene"><code>Scene</code></a> root.</div></li><li><div class="item-name"><a class="struct" href="struct.SceneInstance.html" title="struct bevy_scene::SceneInstance">Scene<wbr>Instance</a></div><div class="desc docblock-short"><a href="struct.InstanceId.html" title="struct bevy_scene::InstanceId"><code>InstanceId</code></a> of a spawned scene. It can be used with the <a href="struct.SceneSpawner.html" title="struct bevy_scene::SceneSpawner"><code>SceneSpawner</code></a> to
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interact with the spawned scene.</div></li><li><div class="item-name"><a class="struct" href="struct.SceneInstanceReady.html" title="struct bevy_scene::SceneInstanceReady">Scene<wbr>Instance<wbr>Ready</a></div><div class="desc docblock-short">Triggered on a scene’s parent entity when <a href="struct.SceneInstance.html" title="struct bevy_scene::SceneInstance"><code>crate::SceneInstance</code></a> becomes ready to use.</div></li><li><div class="item-name"><a class="struct" href="struct.SceneLoader.html" title="struct bevy_scene::SceneLoader">Scene<wbr>Loader</a></div><div class="desc docblock-short">Asset loader for a Bevy dynamic scene (<code>.scn</code> / <code>.scn.ron</code>).</div></li><li><div class="item-name"><a class="struct" href="struct.ScenePlugin.html" title="struct bevy_scene::ScenePlugin">Scene<wbr>Plugin</a></div><div class="desc docblock-short">Plugin that provides scene functionality to an <a href="../bevy_app/app/struct.App.html" title="struct bevy_app::app::App"><code>App</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.SceneRoot.html" title="struct bevy_scene::SceneRoot">Scene<wbr>Root</a></div><div class="desc docblock-short">Adding this component will spawn the scene as a child of that entity.
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Once it’s spawned, the entity will have a <a href="struct.SceneInstance.html" title="struct bevy_scene::SceneInstance"><code>SceneInstance</code></a> component.</div></li><li><div class="item-name"><a class="struct" href="struct.SceneSpawner.html" title="struct bevy_scene::SceneSpawner">Scene<wbr>Spawner</a></div><div class="desc docblock-short">Handles spawning and despawning scenes in the world, either synchronously or batched through the <a href="fn.scene_spawner_system.html" title="fn bevy_scene::scene_spawner_system"><code>scene_spawner_system</code></a>.</div></li></ul><h2 id="enums" class="section-header">Enums<a href="#enums" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="enum" href="enum.SceneFilter.html" title="enum bevy_scene::SceneFilter">Scene<wbr>Filter</a></div><div class="desc docblock-short">A filter used to control which types can be added to a <a href="struct.DynamicScene.html" title="struct bevy_scene::DynamicScene"><code>DynamicScene</code></a>.</div></li><li><div class="item-name"><a class="enum" href="enum.SceneLoaderError.html" title="enum bevy_scene::SceneLoaderError">Scene<wbr>Loader<wbr>Error</a></div><div class="desc docblock-short">Possible errors that can be produced by <a href="struct.SceneLoader.html" title="struct bevy_scene::SceneLoader"><code>SceneLoader</code></a></div></li><li><div class="item-name"><a class="enum" href="enum.SceneSpawnError.html" title="enum bevy_scene::SceneSpawnError">Scene<wbr>Spawn<wbr>Error</a></div><div class="desc docblock-short">Errors that can occur when spawning a scene.</div></li></ul><h2 id="functions" class="section-header">Functions<a href="#functions" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="fn" href="fn.scene_spawner.html" title="fn bevy_scene::scene_spawner">scene_<wbr>spawner</a></div><div class="desc docblock-short">System that will spawn scenes from the <a href="struct.SceneRoot.html" title="struct bevy_scene::SceneRoot"><code>SceneRoot</code></a> and <a href="struct.DynamicSceneRoot.html" title="struct bevy_scene::DynamicSceneRoot"><code>DynamicSceneRoot</code></a> components.</div></li><li><div class="item-name"><a class="fn" href="fn.scene_spawner_system.html" title="fn bevy_scene::scene_spawner_system">scene_<wbr>spawner_<wbr>system</a></div><div class="desc docblock-short">System that handles scheduled scene instance spawning and despawning through a <a href="struct.SceneSpawner.html" title="struct bevy_scene::SceneSpawner"><code>SceneSpawner</code></a>.</div></li><li><div class="item-name"><a class="fn" href="fn.serialize_ron.html" title="fn bevy_scene::serialize_ron">serialize_<wbr>ron</a></div><div class="desc docblock-short">Serialize a given Rust data structure into rust object notation (ron).</div></li></ul></section></div></main></body></html> |