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# 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.
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use bevy::{asset::LoadedFolder, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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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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// By default AssetServer will load assets from inside the "assets" folder.
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// For example, the next line will load "ROOT/assets/models/cube/cube.gltf#Mesh0/Primitive0",
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// where "ROOT" is the directory of the Application.
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//
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// This can be overridden by setting the "CARGO_MANIFEST_DIR" environment variable (see
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// https://doc.rust-lang.org/cargo/reference/environment-variables.html)
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// to another directory. When the Application is run through Cargo, "CARGO_MANIFEST_DIR" is
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// automatically set to your crate (workspace) root directory.
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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
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// blocking. When an asset has loaded, it will appear in relevant Assets<T>
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// collection.
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info!("{:?}", sphere.primitive_topology());
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} else {
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info!("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
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// blocking. The LoadedFolder asset holds handles to each asset in the folder. These are all
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// dependencies of the LoadedFolder asset, meaning you can wait for the LoadedFolder asset to
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// fire AssetEvent::LoadedWithDependencies if you want to wait for all assets in the folder
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// to load.
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// If you want to keep the assets in the folder alive, make sure you store the returned handle
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// somewhere.
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let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus");
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// If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
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// It will _not_ be loaded a second time.
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// The LoadedFolder asset will ultimately also hold handles to the assets, but waiting for it to load
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// and finding the right handle is more work!
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let torus_handle = asset_server.load("models/torus/torus.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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base_color: Color::rgb(0.8, 0.7, 0.6),
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..default()
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});
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// torus
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commands.spawn(PbrBundle {
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mesh: torus_handle,
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material: material_handle.clone(),
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transform: Transform::from_xyz(-3.0, 0.0, 0.0),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: cube_handle,
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material: material_handle.clone(),
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..default()
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});
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// sphere
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commands.spawn(PbrBundle {
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mesh: sphere_handle,
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material: material_handle,
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transform: Transform::from_xyz(3.0, 0.0, 0.0),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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