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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()
.add_resource(Msaa { samples: 4 })
.add_default_plugins()
.add_startup_system(setup.system())
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<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:
commands
// monkey
.spawn(PbrComponents {
mesh: monkey_handle,
material: material_handle,
translation: Translation::new(-3.0, 0.0, 0.0),
..Default::default()
})
// cube
.spawn(PbrComponents {
mesh: cube_handle,
material: material_handle,
translation: Translation::new(0.0, 0.0, 0.0),
..Default::default()
})
// sphere
.spawn(PbrComponents {
mesh: sphere_handle,
material: material_handle,
translation: Translation::new(3.0, 0.0, 0.0),
..Default::default()
})
// light
.spawn(LightComponents {
translation: Translation::new(4.0, 5.0, 4.0),
..Default::default()
})
// camera
.spawn(Camera3dComponents {
transform: Transform::new_sync_disabled(Mat4::face_toward(
Vec3::new(0.0, 3.0, 10.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 1.0, 0.0),
)),
..Default::default()
});
}