83 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::prelude::*;
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fn main() {
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    App::build()
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        .add_default_plugins()
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        .add_startup_system(setup.system())
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        .run();
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}
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fn setup(
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    command_buffer: &mut CommandBuffer,
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    mut asset_server: ResMut<AssetServer>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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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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    asset_server
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        .load_asset_folder("assets/models/monkey")
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        .unwrap();
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    // Then any asset in the folder can be accessed like this:
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    let monkey_handle = asset_server
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        .get_handle("assets/models/monkey/Monkey.gltf")
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        .unwrap();
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    // You can load individual assets like this:
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    let cube_handle = asset_server.load("assets/models/cube/cube.gltf").unwrap();
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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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    let sphere_handle = asset_server
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        .load_sync(&mut meshes, "assets/models/sphere/sphere.gltf")
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        .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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    println!("{:?}", sphere.primitive_topology);
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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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        albedo: Color::rgb(0.5, 0.4, 0.3),
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        ..Default::default()
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    });
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    // Add entities to the world:
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    command_buffer
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        .build()
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        // monkey
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        .add_entity(MeshEntity {
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            mesh: monkey_handle,
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            material: material_handle,
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            translation: Translation::new(-3.0, 0.0, 0.0),
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            ..Default::default()
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        })
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        // cube
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        .add_entity(MeshEntity {
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            mesh: cube_handle,
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            material: material_handle,
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            translation: Translation::new(0.0, 0.0, 0.0),
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            ..Default::default()
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        })
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        // sphere
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        .add_entity(MeshEntity {
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            mesh: sphere_handle,
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            material: material_handle,
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            translation: Translation::new(3.0, 0.0, 0.0),
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            ..Default::default()
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        })
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        // light
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        .add_entity(LightEntity {
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            translation: Translation::new(4.0, -4.0, 5.0),
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            ..Default::default()
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        })
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        // camera
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        .add_entity(PerspectiveCameraEntity {
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            local_to_world: LocalToWorld::new_sync_disabled(Mat4::look_at_rh(
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                Vec3::new(0.0, -10.0, 3.0),
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                Vec3::new(0.0, 0.0, 0.0),
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                Vec3::new(0.0, 0.0, 1.0),
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            )),
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            ..Default::default()
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        });
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}
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