mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 14:40:19 +00:00
80 lines
2.7 KiB
Rust
80 lines
2.7 KiB
Rust
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::build()
|
|
.add_default_plugins()
|
|
.add_startup_system(setup.system())
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
command_buffer: &mut CommandBuffer,
|
|
mut asset_server: ResMut<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// You can load all assets in a folder like this. They will be loaded in parallel without blocking
|
|
asset_server.load_asset_folder("assets/models/monkey").unwrap();
|
|
|
|
// Then any asset in the folder can be accessed like this:
|
|
let monkey_handle = asset_server
|
|
.get_handle("assets/models/monkey/Monkey.gltf")
|
|
.unwrap();
|
|
|
|
// You can load individual assets like this:
|
|
let cube_handle = asset_server
|
|
.load("assets/models/cube/cube.gltf")
|
|
.unwrap();
|
|
|
|
// Assets are loaded in the background by default, which means they might not be available immediately after calling load().
|
|
// If you need immediate access you can load assets synchronously like this:
|
|
let sphere_handle = asset_server.load_sync(&mut meshes, "assets/models/sphere/sphere.gltf").unwrap();
|
|
// All assets end up in their Assets<T> collection once they are done loading:
|
|
let sphere = meshes.get(&sphere_handle).unwrap();
|
|
println!("{:?}", sphere.primitive_topology);
|
|
|
|
// You can also add assets directly to their Assets<T> storage:
|
|
let material_handle = materials.add(StandardMaterial {
|
|
albedo: Color::rgb(0.5, 0.4, 0.3),
|
|
..Default::default()
|
|
});
|
|
|
|
// Add entities to the world:
|
|
command_buffer
|
|
.build()
|
|
// monkey
|
|
.add_entity(MeshEntity {
|
|
mesh: monkey_handle,
|
|
material: material_handle,
|
|
translation: Translation::new(-3.0, 0.0, 0.0),
|
|
..Default::default()
|
|
})
|
|
// cube
|
|
.add_entity(MeshEntity {
|
|
mesh: cube_handle,
|
|
material: material_handle,
|
|
translation: Translation::new(0.0, 0.0, 0.0),
|
|
..Default::default()
|
|
})
|
|
// sphere
|
|
.add_entity(MeshEntity {
|
|
mesh: sphere_handle,
|
|
material: material_handle,
|
|
translation: Translation::new(3.0, 0.0, 0.0),
|
|
..Default::default()
|
|
})
|
|
// light
|
|
.add_entity(LightEntity {
|
|
translation: Translation::new(4.0, -4.0, 5.0),
|
|
..Default::default()
|
|
})
|
|
// camera
|
|
.add_entity(CameraEntity {
|
|
local_to_world: LocalToWorld(Mat4::look_at_rh(
|
|
Vec3::new(0.0, -10.0, 3.0),
|
|
Vec3::new(0.0, 0.0, 0.0),
|
|
Vec3::new(0.0, 0.0, 1.0),
|
|
)),
|
|
..Default::default()
|
|
});
|
|
}
|