mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
726eb37198
z = 0 is now "farthest back" and z=1000 "farthest forward"
81 lines
2.7 KiB
Rust
81 lines
2.7 KiB
Rust
use bevy::prelude::*;
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fn main() {
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App::build()
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.add_default_plugins()
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.add_startup_system(setup.system())
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// You can load all assets in a folder like this. They will be loaded in parallel without blocking
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asset_server
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.load_asset_folder("assets/models/monkey")
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.unwrap();
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// Then any asset in the folder can be accessed like this:
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let monkey_handle = asset_server
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.get_handle("assets/models/monkey/Monkey.gltf")
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.unwrap();
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// You can load individual assets like this:
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let cube_handle = asset_server.load("assets/models/cube/cube.gltf").unwrap();
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// Assets are loaded in the background by default, which means they might not be available immediately after calling load().
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// If you need immediate access you can load assets synchronously like this:
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let sphere_handle = asset_server
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.load_sync(&mut meshes, "assets/models/sphere/sphere.gltf")
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.unwrap();
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// All assets end up in their Assets<T> collection once they are done loading:
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let sphere = meshes.get(&sphere_handle).unwrap();
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println!("{:?}", sphere.primitive_topology);
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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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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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});
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// Add entities to the world:
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commands
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// monkey
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.spawn(PbrComponents {
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mesh: monkey_handle,
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material: material_handle,
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translation: Translation::new(-3.0, 0.0, 0.0),
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..Default::default()
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})
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// cube
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.spawn(PbrComponents {
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mesh: cube_handle,
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material: material_handle,
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translation: Translation::new(0.0, 0.0, 0.0),
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..Default::default()
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})
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// sphere
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.spawn(PbrComponents {
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mesh: sphere_handle,
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material: material_handle,
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translation: Translation::new(3.0, 0.0, 0.0),
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..Default::default()
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})
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// light
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.spawn(LightComponents {
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translation: Translation::new(4.0, 5.0, 4.0),
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..Default::default()
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})
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// camera
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.spawn(Camera3dComponents {
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(0.0, 3.0, 10.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 1.0, 0.0),
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)),
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..Default::default()
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});
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}
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