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Remove monkey.gltf (#9974)
# Objective - Fixes #9967 ## Solution - Remove `monkey.gltf` - Added `torus.gltf`, which is two torus meshes joined together, to replace `monkey.gltf` in the examples ## Examples I made `torus.gltf` mainly so that the multiple_windows example clearly shows the different camera angles ### asset_loading ![image](https://github.com/bevyengine/bevy/assets/425184/0ee51013-973d-4b23-9aa6-d254fecde7f1) ### hot_asset_reloading ![image](https://github.com/bevyengine/bevy/assets/425184/b2a2b1d8-167e-478b-b954-756ca0bbe469) ### multiple_windows: ![image](https://github.com/bevyengine/bevy/assets/425184/cb23de2c-9ff8-4843-a5c0-981e4d29ae49) ![image](https://github.com/bevyengine/bevy/assets/425184/b00bc2c7-66e8-4881-8fab-08269e223961)
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5 changed files with 117 additions and 129 deletions
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110
assets/models/torus/torus.gltf
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110
assets/models/torus/torus.gltf
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@ -43,13 +43,13 @@ fn setup(
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// to load.
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// If you want to keep the assets in the folder alive, make sure you store the returned handle
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// somewhere.
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let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/monkey");
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let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus");
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// If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
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// It will _not_ be loaded a second time.
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// The LoadedFolder asset will ultimately also hold handles to the assets, but waiting for it to load
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// and finding the right handle is more work!
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let monkey_handle = asset_server.load("models/monkey/Monkey.gltf#Mesh0/Primitive0");
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let torus_handle = asset_server.load("models/torus/torus.gltf#Mesh0/Primitive0");
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// You can also add assets directly to their Assets<T> storage:
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let material_handle = materials.add(StandardMaterial {
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@ -57,9 +57,9 @@ fn setup(
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..default()
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});
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// monkey
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// torus
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commands.spawn(PbrBundle {
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mesh: monkey_handle,
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mesh: torus_handle,
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material: material_handle.clone(),
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transform: Transform::from_xyz(-3.0, 0.0, 0.0),
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..default()
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@ -13,9 +13,9 @@ fn main() {
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Load our mesh:
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let scene_handle = asset_server.load("models/monkey/Monkey.gltf#Scene0");
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let scene_handle = asset_server.load("models/torus/torus.gltf#Scene0");
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// Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
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// Any changes to the mesh will be reloaded automatically! Try making a change to torus.gltf.
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// You should see the changes immediately show up in your app.
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// mesh
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@ -14,7 +14,7 @@ fn main() {
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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// add entities to the world
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/monkey/Monkey.gltf#Scene0"),
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scene: asset_server.load("models/torus/torus.gltf#Scene0"),
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..default()
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});
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// light
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