78 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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| /// This example illustrates various ways to load assets
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| fn main() {
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|     App::build()
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|         .add_resource(Msaa { samples: 4 })
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup.system())
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|         .run();
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| }
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| 
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| fn setup(
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|     commands: &mut 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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|     // You can load individual assets like this:
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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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| 
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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 blocking.
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|         // When an asset has loaded, it will appear in relevant Assets<T> collection.
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|         println!("{:?}", sphere.primitive_topology());
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|     } else {
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|         println!("sphere hasn't loaded yet");
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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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|     let _scenes: Vec<HandleUntyped> = asset_server.load_folder("models/monkey").unwrap();
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| 
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|     // Then any asset in the folder can be accessed like this:
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|     let monkey_handle = asset_server.get_handle("models/monkey/Monkey.gltf#Mesh0/Primitive0");
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| 
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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(0.8, 0.7, 0.6),
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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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|     commands
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|         // monkey
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|         .spawn(PbrComponents {
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|             mesh: monkey_handle,
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|             material: material_handle.clone(),
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|             transform: Transform::from_translation(Vec3::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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|         .spawn(PbrComponents {
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|             mesh: cube_handle,
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|             material: material_handle.clone(),
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|             transform: Transform::from_translation(Vec3::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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|         .spawn(PbrComponents {
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|             mesh: sphere_handle,
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|             material: material_handle,
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|             transform: Transform::from_translation(Vec3::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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|         .spawn(LightComponents {
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|             transform: Transform::from_translation(Vec3::new(4.0, 5.0, 4.0)),
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|             ..Default::default()
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|         })
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|         // camera
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|         .spawn(Camera3dComponents {
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|             transform: Transform::from_translation(Vec3::new(0.0, 3.0, 10.0))
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|                 .looking_at(Vec3::default(), Vec3::unit_y()),
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|             ..Default::default()
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|         });
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| }
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