forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
asset_loading.rs
100 lines (92 loc) · 3.54 KB
/
asset_loading.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
//! This example illustrates various ways to load assets.
use bevy::{asset::LoadedFolder, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.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 GltfAssetLabel::Primitive{mesh:0,primitive:0}.from_asset("ROOT/assets/models/cube/cube.gltf"),
// where "ROOT" is the directory of the Application.
//
// This can be overridden by setting [`AssetPlugin.file_path`].
let cube_handle = asset_server.load(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset("models/cube/cube.gltf"),
);
let sphere_handle = asset_server.load(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset("models/sphere/sphere.gltf"),
);
// 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.
info!("{:?}", sphere.primitive_topology());
} else {
info!("sphere hasn't loaded yet");
}
// You can load all assets in a folder like this. They will be loaded in parallel without
// blocking. The LoadedFolder asset holds handles to each asset in the folder. These are all
// dependencies of the LoadedFolder asset, meaning you can wait for the LoadedFolder asset to
// fire AssetEvent::LoadedWithDependencies if you want to wait for all assets in the folder
// to load.
// If you want to keep the assets in the folder alive, make sure you store the returned handle
// somewhere.
let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus");
// If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
// It will _not_ be loaded a second time.
// The LoadedFolder asset will ultimately also hold handles to the assets, but waiting for it to load
// and finding the right handle is more work!
let torus_handle = asset_server.load(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset("models/torus/torus.gltf"),
);
// You can also add assets directly to their Assets<T> storage:
let material_handle = materials.add(StandardMaterial {
base_color: Color::srgb(0.8, 0.7, 0.6),
..default()
});
// torus
commands.spawn((
Mesh3d(torus_handle),
MeshMaterial3d(material_handle.clone()),
Transform::from_xyz(-3.0, 0.0, 0.0),
));
// cube
commands.spawn((
Mesh3d(cube_handle),
MeshMaterial3d(material_handle.clone()),
Transform::from_xyz(0.0, 0.0, 0.0),
));
// sphere
commands.spawn((
Mesh3d(sphere_handle),
MeshMaterial3d(material_handle),
Transform::from_xyz(3.0, 0.0, 0.0),
));
// light
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 5.0, 4.0)));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}