mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
11b41206eb
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
83 lines
3.1 KiB
Rust
83 lines
3.1 KiB
Rust
use bevy::prelude::*;
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/// This example illustrates various ways to load assets
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fn main() {
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App::new()
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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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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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meshes: Res<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// By default AssetServer will load assets from inside the "assets" folder.
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// For example, the next line will load "ROOT/assets/models/cube/cube.gltf#Mesh0/Primitive0",
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// where "ROOT" is the directory of the Application.
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//
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// This can be overridden by setting the "CARGO_MANIFEST_DIR" environment variable (see
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// https://doc.rust-lang.org/cargo/reference/environment-variables.html)
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// to another directory. When the Application is run through Cargo, "CARGO_MANIFEST_DIR" is
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// automatically set to your crate (workspace) root directory.
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let cube_handle = asset_server.load("models/cube/cube.gltf#Mesh0/Primitive0");
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let sphere_handle = asset_server.load("models/sphere/sphere.gltf#Mesh0/Primitive0");
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// All assets end up in their Assets<T> collection once they are done loading:
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if let Some(sphere) = meshes.get(&sphere_handle) {
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// You might notice that this doesn't run! This is because assets load in parallel without
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// blocking. When an asset has loaded, it will appear in relevant Assets<T>
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// collection.
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info!("{:?}", sphere.primitive_topology());
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} else {
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info!("sphere hasn't loaded yet");
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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
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// blocking
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let _scenes: Vec<HandleUntyped> = asset_server.load_folder("models/monkey").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.get_handle("models/monkey/Monkey.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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base_color: Color::rgb(0.8, 0.7, 0.6),
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..Default::default()
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});
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// monkey
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commands.spawn_bundle(PbrBundle {
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mesh: monkey_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::default()
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});
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// cube
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commands.spawn_bundle(PbrBundle {
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mesh: cube_handle,
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material: material_handle.clone(),
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transform: Transform::from_xyz(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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commands.spawn_bundle(PbrBundle {
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mesh: sphere_handle,
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material: material_handle,
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transform: Transform::from_xyz(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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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(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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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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