bevy/examples/asset/asset_loading.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
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).
2021-09-14 06:14:19 +00:00

83 lines
3.1 KiB
Rust

use bevy::prelude::*;
/// This example illustrates various ways to load assets
fn main() {
App::new()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
meshes: Res<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// By default AssetServer will load assets from inside the "assets" folder.
// For example, the next line will load "ROOT/assets/models/cube/cube.gltf#Mesh0/Primitive0",
// where "ROOT" is the directory of the Application.
//
// This can be overridden by setting the "CARGO_MANIFEST_DIR" environment variable (see
// https://doc.rust-lang.org/cargo/reference/environment-variables.html)
// to another directory. When the Application is run through Cargo, "CARGO_MANIFEST_DIR" is
// automatically set to your crate (workspace) root directory.
let cube_handle = asset_server.load("models/cube/cube.gltf#Mesh0/Primitive0");
let sphere_handle = asset_server.load("models/sphere/sphere.gltf#Mesh0/Primitive0");
// All assets end up in their Assets<T> collection once they are done loading:
if let Some(sphere) = meshes.get(&sphere_handle) {
// You might notice that this doesn't run! This is because assets load in parallel without
// blocking. When an asset has loaded, it will appear in relevant Assets<T>
// collection.
info!("{:?}", sphere.primitive_topology());
} else {
info!("sphere hasn't loaded yet");
}
// You can load all assets in a folder like this. They will be loaded in parallel without
// blocking
let _scenes: Vec<HandleUntyped> = asset_server.load_folder("models/monkey").unwrap();
// Then any asset in the folder can be accessed like this:
let monkey_handle = asset_server.get_handle("models/monkey/Monkey.gltf#Mesh0/Primitive0");
// You can also add assets directly to their Assets<T> storage:
let material_handle = materials.add(StandardMaterial {
base_color: Color::rgb(0.8, 0.7, 0.6),
..Default::default()
});
// monkey
commands.spawn_bundle(PbrBundle {
mesh: monkey_handle,
material: material_handle.clone(),
transform: Transform::from_xyz(-3.0, 0.0, 0.0),
..Default::default()
});
// cube
commands.spawn_bundle(PbrBundle {
mesh: cube_handle,
material: material_handle.clone(),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..Default::default()
});
// sphere
commands.spawn_bundle(PbrBundle {
mesh: sphere_handle,
material: material_handle,
transform: Transform::from_xyz(3.0, 0.0, 0.0),
..Default::default()
});
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..Default::default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}