# Objective - Fixes #9967 ## Solution - Remove `monkey.gltf` - Added `torus.gltf`, which is two torus meshes joined together, to replace `monkey.gltf` in the examples ## Examples I made `torus.gltf` mainly so that the multiple_windows example clearly shows the different camera angles ### asset_loading  ### hot_asset_reloading  ### multiple_windows:  
		
			
				
	
	
		
			92 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates various ways to load assets.
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use bevy::{asset::LoadedFolder, prelude::*};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .run();
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}
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    meshes: Res<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // By default AssetServer will load assets from inside the "assets" folder.
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    // For example, the next line will load "ROOT/assets/models/cube/cube.gltf#Mesh0/Primitive0",
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    // where "ROOT" is the directory of the Application.
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    //
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    // This can be overridden by setting the "CARGO_MANIFEST_DIR" environment variable (see
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    // https://doc.rust-lang.org/cargo/reference/environment-variables.html)
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    // to another directory. When the Application is run through Cargo, "CARGO_MANIFEST_DIR" is
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    // automatically set to your crate (workspace) root directory.
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    let cube_handle = asset_server.load("models/cube/cube.gltf#Mesh0/Primitive0");
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    let sphere_handle = asset_server.load("models/sphere/sphere.gltf#Mesh0/Primitive0");
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    // All assets end up in their Assets<T> collection once they are done loading:
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    if let Some(sphere) = meshes.get(&sphere_handle) {
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        // You might notice that this doesn't run! This is because assets load in parallel without
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        // blocking. When an asset has loaded, it will appear in relevant Assets<T>
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        // collection.
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        info!("{:?}", sphere.primitive_topology());
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    } else {
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        info!("sphere hasn't loaded yet");
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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
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    // blocking. The LoadedFolder asset holds handles to each asset in the folder. These are all
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    // dependencies of the LoadedFolder asset, meaning you can wait for the LoadedFolder asset to
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    // fire AssetEvent::LoadedWithDependencies if you want to wait for all assets in the folder
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    // to load.
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    // If you want to keep the assets in the folder alive, make sure you store the returned handle
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    // somewhere.
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    let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus");
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    // If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
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    // It will _not_ be loaded a second time.
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    // The LoadedFolder asset will ultimately also hold handles to the assets, but waiting for it to load
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    // and finding the right handle is more work!
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    let torus_handle = asset_server.load("models/torus/torus.gltf#Mesh0/Primitive0");
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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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        base_color: Color::rgb(0.8, 0.7, 0.6),
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        ..default()
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    });
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    // torus
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    commands.spawn(PbrBundle {
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        mesh: torus_handle,
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        material: material_handle.clone(),
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        transform: Transform::from_xyz(-3.0, 0.0, 0.0),
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        ..default()
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    });
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    // cube
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    commands.spawn(PbrBundle {
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        mesh: cube_handle,
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        material: material_handle.clone(),
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        transform: Transform::from_xyz(0.0, 0.0, 0.0),
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        ..default()
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    });
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    // sphere
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    commands.spawn(PbrBundle {
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        mesh: sphere_handle,
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        material: material_handle,
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        transform: Transform::from_xyz(3.0, 0.0, 0.0),
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        ..default()
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    });
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    // light
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    commands.spawn(PointLightBundle {
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        transform: Transform::from_xyz(4.0, 5.0, 4.0),
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        ..default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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}
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