 b6a647cc01
			
		
	
	
		b6a647cc01
		
	
	
	
	
		
			
			Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.
```rust
use bevy::prelude::*;
#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}
// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};
// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```
The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
		
	
			
		
			
				
	
	
		
			84 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
 | |
| 
 | |
| /// This example illustrates various ways to load assets
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .insert_resource(Msaa { samples: 4 })
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(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 "ROOT/assets/models/cube/cube.gltf#Mesh0/Primitive0",
 | |
|     // where "ROOT" is the directory of the Application.
 | |
|     //
 | |
|     // This can be overridden by setting the "CARGO_MANIFEST_DIR" environment variable (see
 | |
|     // https://doc.rust-lang.org/cargo/reference/environment-variables.html)
 | |
|     // to another directory. When the Application is run through Cargo, "CARGO_MANIFEST_DIR" is
 | |
|     // automatically set to your crate (workspace) root directory.
 | |
|     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.
 | |
|         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
 | |
|     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 {
 | |
|         base_color: Color::rgb(0.8, 0.7, 0.6),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // monkey
 | |
|     commands.spawn_bundle(PbrBundle {
 | |
|         mesh: monkey_handle,
 | |
|         material: material_handle.clone(),
 | |
|         transform: Transform::from_xyz(-3.0, 0.0, 0.0),
 | |
|         ..default()
 | |
|     });
 | |
|     // cube
 | |
|     commands.spawn_bundle(PbrBundle {
 | |
|         mesh: cube_handle,
 | |
|         material: material_handle.clone(),
 | |
|         transform: Transform::from_xyz(0.0, 0.0, 0.0),
 | |
|         ..default()
 | |
|     });
 | |
|     // sphere
 | |
|     commands.spawn_bundle(PbrBundle {
 | |
|         mesh: sphere_handle,
 | |
|         material: material_handle,
 | |
|         transform: Transform::from_xyz(3.0, 0.0, 0.0),
 | |
|         ..default()
 | |
|     });
 | |
|     // light
 | |
|     commands.spawn_bundle(PointLightBundle {
 | |
|         transform: Transform::from_xyz(4.0, 5.0, 4.0),
 | |
|         ..default()
 | |
|     });
 | |
|     // camera
 | |
|     commands.spawn_bundle(PerspectiveCameraBundle {
 | |
|         transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| }
 |