mirror of
https://github.com/bevyengine/bevy
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de888a373d
# Objective Another step in the migration to required components: lights! Note that this does not include `EnvironmentMapLight` or reflection probes yet, because their API hasn't been fully chosen yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg): - Deprecate `PointLightBundle` in favor of the `PointLight` component - Deprecate `SpotLightBundle` in favor of the `PointLight` component - Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight` component ## Testing I ran some examples with lights. --- ## Migration Guide `PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have been deprecated. Use the `PointLight`, `SpotLight`, and `DirectionalLight` components instead. Adding them will now insert the other components required by them automatically.
103 lines
3.7 KiB
Rust
103 lines
3.7 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 GltfAssetLabel::Primitive{mesh:0,primitive:0}.from_asset("ROOT/assets/models/cube/cube.gltf"),
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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 [`AssetPlugin.file_path`].
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let cube_handle = asset_server.load(
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GltfAssetLabel::Primitive {
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mesh: 0,
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primitive: 0,
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}
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.from_asset("models/cube/cube.gltf"),
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);
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let sphere_handle = asset_server.load(
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GltfAssetLabel::Primitive {
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mesh: 0,
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primitive: 0,
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}
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.from_asset("models/sphere/sphere.gltf"),
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);
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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(
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GltfAssetLabel::Primitive {
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mesh: 0,
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primitive: 0,
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}
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.from_asset("models/torus/torus.gltf"),
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);
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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::srgb(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((PointLight::default(), Transform::from_xyz(4.0, 5.0, 4.0)));
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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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