mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
81b53d15d4
Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
77 lines
2.7 KiB
Rust
77 lines
2.7 KiB
Rust
use bevy::prelude::*;
|
|
|
|
/// This example illustrates various ways to load assets
|
|
fn main() {
|
|
App::build()
|
|
.insert_resource(Msaa { samples: 4 })
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup.system())
|
|
.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 "assets/models/cube/cube.gltf#Mesh0/Primitive0"
|
|
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.
|
|
println!("{:?}", sphere.primitive_topology());
|
|
} else {
|
|
println!("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(LightBundle {
|
|
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()
|
|
});
|
|
}
|