mirror of
https://github.com/bevyengine/bevy
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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.
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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((
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Mesh3d(torus_handle),
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MeshMaterial3d(material_handle.clone()),
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Transform::from_xyz(-3.0, 0.0, 0.0),
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));
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// cube
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commands.spawn((
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Mesh3d(cube_handle),
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MeshMaterial3d(material_handle.clone()),
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Transform::from_xyz(0.0, 0.0, 0.0),
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));
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// sphere
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commands.spawn((
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Mesh3d(sphere_handle),
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MeshMaterial3d(material_handle),
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Transform::from_xyz(3.0, 0.0, 0.0),
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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((
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Camera3d::default(),
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Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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