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asset_loading.rs
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asset_loading.rs
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use bevy::prelude::*;
/// This example illustrates various ways to load assets
fn main() {
App::build()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.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 "assets/models/cube/cube.gltf#Mesh0/Primitive0"
let cube_handle = asset_server.load("models/cube/cube.gltf#Mesh0/Primitive0");
let sphere_handle = asset_server.load("models/sphere/sphere.gltf#Mesh0/Primitive0");
// 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.
println!("{:?}", sphere.primitive_topology());
} else {
println!("sphere hasn't loaded yet");
}
// You can load all assets in a folder like this. They will be loaded in parallel without blocking
let _scenes: Vec<HandleUntyped> = asset_server.load_folder("models/monkey").unwrap();
// Then any asset in the folder can be accessed like this:
let monkey_handle = asset_server.get_handle("models/monkey/Monkey.gltf#Mesh0/Primitive0");
// You can also add assets directly to their Assets<T> storage:
let material_handle = materials.add(StandardMaterial {
albedo: Color::rgb(0.8, 0.7, 0.6),
..Default::default()
});
// Add entities to the world:
commands
// monkey
.spawn(PbrBundle {
mesh: monkey_handle,
material: material_handle.clone(),
transform: Transform::from_xyz(-3.0, 0.0, 0.0),
..Default::default()
})
// cube
.spawn(PbrBundle {
mesh: cube_handle,
material: material_handle.clone(),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..Default::default()
})
// sphere
.spawn(PbrBundle {
mesh: sphere_handle,
material: material_handle,
transform: Transform::from_xyz(3.0, 0.0, 0.0),
..Default::default()
})
// light
.spawn(LightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..Default::default()
})
// camera
.spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::default(), Vec3::Y),
..Default::default()
});
}