mirror of
https://github.com/bevyengine/bevy
synced 2024-12-19 17:43:07 +00:00
25bfa80e60
# 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.
100 lines
3.5 KiB
Rust
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),
|
|
));
|
|
}
|