bevy/examples/asset/asset_loading.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

100 lines
3.5 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 GltfAssetLabel::Primitive{mesh:0,primitive:0}.from_asset("ROOT/assets/models/cube/cube.gltf"),
// where "ROOT" is the directory of the Application.
//
// This can be overridden by setting [`AssetPlugin.file_path`].
let cube_handle = asset_server.load(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset("models/cube/cube.gltf"),
);
let sphere_handle = asset_server.load(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset("models/sphere/sphere.gltf"),
);
// 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(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset("models/torus/torus.gltf"),
);
// You can also add assets directly to their Assets<T> storage:
let material_handle = materials.add(StandardMaterial {
base_color: Color::srgb(0.8, 0.7, 0.6),
..default()
});
// torus
commands.spawn((
Mesh3d(torus_handle),
MeshMaterial3d(material_handle.clone()),
Transform::from_xyz(-3.0, 0.0, 0.0),
));
// cube
commands.spawn((
Mesh3d(cube_handle),
MeshMaterial3d(material_handle.clone()),
Transform::from_xyz(0.0, 0.0, 0.0),
));
// sphere
commands.spawn((
Mesh3d(sphere_handle),
MeshMaterial3d(material_handle),
Transform::from_xyz(3.0, 0.0, 0.0),
));
// light
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 5.0, 4.0)));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}