bevy/examples/asset/hot_asset_reloading.rs
François 21794fe6df
make more information available from loaded GLTF model (#1020)
make more information available from loaded GLTF model 
* make gltf nodes available as assets
* add list of primitive per mesh, and their associated material
* complete gltf structure
* get names of gltf assets
* only load materials once
* add labels with node names
2020-12-31 14:57:15 -06:00

38 lines
1.3 KiB
Rust

use bevy::prelude::*;
/// Hot reloading allows you to modify assets on disk and they will be "live reloaded" while your game is running.
/// This lets you immediately see the results of your changes without restarting the game.
/// This example illustrates hot reloading mesh changes.
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();
}
fn setup(commands: &mut Commands, asset_server: Res<AssetServer>) {
// Load our mesh:
let scene_handle = asset_server.load("models/monkey/Monkey.gltf#Scene0");
// Tell the asset server to watch for asset changes on disk:
asset_server.watch_for_changes().unwrap();
// Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
// You should see the changes immediately show up in your app.
// Add entities to the world:
commands
// mesh
.spawn_scene(scene_handle)
// light
.spawn(LightBundle {
transform: Transform::from_translation(Vec3::new(4.0, 5.0, 4.0)),
..Default::default()
})
// camera
.spawn(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(2.0, 2.0, 6.0))
.looking_at(Vec3::default(), Vec3::unit_y()),
..Default::default()
});
}