mirror of
https://github.com/bevyengine/bevy
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77 lines
2.8 KiB
Rust
77 lines
2.8 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::build()
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.add_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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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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meshes: Res<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// You can load individual assets like this:
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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 blocking.
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// When an asset has loaded, it will appear in relevant Assets<T> collection.
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println!("{:?}", sphere.primitive_topology());
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} else {
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println!("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 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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albedo: Color::rgb(0.8, 0.7, 0.6),
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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.clone(),
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transform: Transform::from_translation(Vec3::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.clone(),
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transform: Transform::from_translation(Vec3::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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transform: Transform::from_translation(Vec3::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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transform: Transform::from_translation(Vec3::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::from_translation(Vec3::new(0.0, 3.0, 10.0))
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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});
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}
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