bevy/examples/asset/hot_asset_reloading.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00

36 lines
1.2 KiB
Rust

use bevy::prelude::*;
/// Hot reloading allows you to modify assets on disk and they will be "live reloaded" while your
/// game is running. This lets you immediately see the results of your changes without restarting
/// the game. This example illustrates hot reloading mesh changes.
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Load our mesh:
let scene_handle = asset_server.load("models/monkey/Monkey.gltf#Scene0");
// Tell the asset server to watch for asset changes on disk:
asset_server.watch_for_changes().unwrap();
// Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
// You should see the changes immediately show up in your app.
// mesh
commands.spawn_scene(scene_handle);
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..Default::default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}