phrasing tweaks
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@ -112,8 +112,8 @@ name = "plugin"
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path = "examples/app/plugin.rs"
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path = "examples/app/plugin.rs"
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[[example]]
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[[example]]
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name = "hot_asset_reload"
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name = "hot_asset_reloading"
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path = "examples/asset/hot_asset_reload.rs"
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path = "examples/asset/hot_asset_reloading.rs"
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[[example]]
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[[example]]
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name = "asset_loading"
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name = "asset_loading"
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@ -206,6 +206,7 @@ impl AssetServer {
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}
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}
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}
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}
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// TODO: add type checking here. people shouldn't be able to request a Handle<Texture> for a Mesh asset
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pub fn load<T, P: AsRef<Path>>(&self, path: P) -> Result<Handle<T>, AssetServerError> {
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pub fn load<T, P: AsRef<Path>>(&self, path: P) -> Result<Handle<T>, AssetServerError> {
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self.load_untyped(path)
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self.load_untyped(path)
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.map(|handle_id| Handle::from(handle_id))
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.map(|handle_id| Handle::from(handle_id))
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@ -14,7 +14,7 @@ fn setup(
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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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 blocking
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// You can load all assets in a folder like this. They will be loaded in parallel without blocking
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asset_server.load_asset_folder("assets/models/monkey").unwrap();
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asset_server.load_asset_folder("assets/models/monkey").unwrap();
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// Then any asset in the folder can be accessed like this:
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// Then any asset in the folder can be accessed like this:
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@ -27,19 +27,20 @@ fn setup(
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.load("assets/models/cube/cube.gltf")
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.load("assets/models/cube/cube.gltf")
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.unwrap();
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.unwrap();
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// Assets are loaded in the background by default, which means they might not be available immediately after loading.
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// Assets are loaded in the background by default, which means they might not be available immediately after calling load().
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// If you need immediate access you can load assets synchronously like this:
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// If you need immediate access you can load assets synchronously like this:
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let sphere_handle = asset_server.load_sync(&mut meshes, "assets/models/sphere/sphere.gltf").unwrap();
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let sphere_handle = asset_server.load_sync(&mut meshes, "assets/models/sphere/sphere.gltf").unwrap();
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// All assets end up in their Assets<T> collection once they are done loading:
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let sphere = meshes.get(&sphere_handle).unwrap();
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let sphere = meshes.get(&sphere_handle).unwrap();
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println!("{:?}", sphere.primitive_topology);
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println!("{:?}", sphere.primitive_topology);
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// You can also add assets directly to their Assets<T> storage
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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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let material_handle = materials.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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..Default::default()
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});
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});
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// add entities to the world
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// Add entities to the world:
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command_buffer
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command_buffer
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.build()
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.build()
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// monkey
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// monkey
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@ -15,26 +15,27 @@ fn setup(
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mut asset_server: ResMut<AssetServer>,
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mut asset_server: ResMut<AssetServer>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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) {
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// load an asset folder
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// Load an asset folder:
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asset_server.load_asset_folder("assets").unwrap();
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asset_server.load_asset_folder("assets").unwrap();
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// tell the asset server to watch for changes
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// Tell the asset server to watch for asset changes on disk:
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asset_server.watch_for_changes().unwrap();
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asset_server.watch_for_changes().unwrap();
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// load the mesh
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// Get a handle for our mesh:
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let mesh_handle = asset_server
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let mesh_handle = asset_server
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.get_handle("assets/models/monkey/Monkey.gltf")
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.get_handle("assets/models/monkey/Monkey.gltf")
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.unwrap();
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.unwrap();
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// now any changes to the mesh will be reloaded automatically!
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// Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
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// You should see the changes immediately show up in your app.
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// create a material for the mesh
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// Create a material for the mesh:
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let material_handle = materials.add(StandardMaterial {
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let material_handle = materials.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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..Default::default()
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});
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});
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// add entities to the world
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// Add entities to the world:
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command_buffer
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command_buffer
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.build()
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.build()
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// mesh
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// mesh
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