mirror of
https://github.com/bevyengine/bevy
synced 2024-11-28 23:50:20 +00:00
857fb9c724
# 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)
91 lines
3.6 KiB
Rust
91 lines
3.6 KiB
Rust
//! This example illustrates various ways to load assets.
|
|
|
|
use bevy::{asset::LoadedFolder, prelude::*};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, 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. The LoadedFolder asset holds handles to each asset in the folder. These are all
|
|
// dependencies of the LoadedFolder asset, meaning you can wait for the LoadedFolder asset to
|
|
// fire AssetEvent::LoadedWithDependencies if you want to wait for all assets in the folder
|
|
// 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/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 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 {
|
|
base_color: Color::rgb(0.8, 0.7, 0.6),
|
|
..default()
|
|
});
|
|
|
|
// torus
|
|
commands.spawn(PbrBundle {
|
|
mesh: torus_handle,
|
|
material: material_handle.clone(),
|
|
transform: Transform::from_xyz(-3.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
// cube
|
|
commands.spawn(PbrBundle {
|
|
mesh: cube_handle,
|
|
material: material_handle.clone(),
|
|
transform: Transform::from_xyz(0.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
// sphere
|
|
commands.spawn(PbrBundle {
|
|
mesh: sphere_handle,
|
|
material: material_handle,
|
|
transform: Transform::from_xyz(3.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
// light
|
|
commands.spawn(PointLightBundle {
|
|
transform: Transform::from_xyz(4.0, 5.0, 4.0),
|
|
..default()
|
|
});
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|