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)
This commit is contained in:
Jacques Schutte 2023-09-30 04:50:31 +02:00 committed by GitHub
parent 14db5b38dc
commit 857fb9c724
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
5 changed files with 117 additions and 129 deletions

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@ -43,13 +43,13 @@ fn setup(
// to load.
// If you want to keep the assets in the folder alive, make sure you store the returned handle
// somewhere.
let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/monkey");
let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus");
// If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
// It will _not_ be loaded a second time.
// The LoadedFolder asset will ultimately also hold handles to the assets, but waiting for it to load
// and finding the right handle is more work!
let monkey_handle = asset_server.load("models/monkey/Monkey.gltf#Mesh0/Primitive0");
let torus_handle = asset_server.load("models/torus/torus.gltf#Mesh0/Primitive0");
// You can also add assets directly to their Assets<T> storage:
let material_handle = materials.add(StandardMaterial {
@ -57,9 +57,9 @@ fn setup(
..default()
});
// monkey
// torus
commands.spawn(PbrBundle {
mesh: monkey_handle,
mesh: torus_handle,
material: material_handle.clone(),
transform: Transform::from_xyz(-3.0, 0.0, 0.0),
..default()

View file

@ -13,9 +13,9 @@ fn main() {
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Load our mesh:
let scene_handle = asset_server.load("models/monkey/Monkey.gltf#Scene0");
let scene_handle = asset_server.load("models/torus/torus.gltf#Scene0");
// Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
// Any changes to the mesh will be reloaded automatically! Try making a change to torus.gltf.
// You should see the changes immediately show up in your app.
// mesh

View file

@ -14,7 +14,7 @@ fn main() {
fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
// add entities to the world
commands.spawn(SceneBundle {
scene: asset_server.load("models/monkey/Monkey.gltf#Scene0"),
scene: asset_server.load("models/torus/torus.gltf#Scene0"),
..default()
});
// light