# Objective - Followup to #13548 - It added a list of all possible labels to documentation. This seems hard to keep up and doesn't stop people from making spelling mistake ## Solution - Add an enum that can create all the labels possible, and encourage its use rather than manually typed labels --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
		
			
				
	
	
		
			110 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			110 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates various ways to load assets.
 | 
						|
 | 
						|
use bevy::{asset::LoadedFolder, prelude::*};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_systems(Startup, 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 GltfAssetLabel::Primitive{mesh:0,primitive:0}.from_asset("ROOT/assets/models/cube/cube.gltf"),
 | 
						|
    // 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(
 | 
						|
        GltfAssetLabel::Primitive {
 | 
						|
            mesh: 0,
 | 
						|
            primitive: 0,
 | 
						|
        }
 | 
						|
        .from_asset("models/cube/cube.gltf"),
 | 
						|
    );
 | 
						|
    let sphere_handle = asset_server.load(
 | 
						|
        GltfAssetLabel::Primitive {
 | 
						|
            mesh: 0,
 | 
						|
            primitive: 0,
 | 
						|
        }
 | 
						|
        .from_asset("models/sphere/sphere.gltf"),
 | 
						|
    );
 | 
						|
 | 
						|
    // 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. The LoadedFolder asset holds handles to each asset in the folder. These are all
 | 
						|
    // dependencies of the LoadedFolder asset, meaning you can wait for the LoadedFolder asset to
 | 
						|
    // fire AssetEvent::LoadedWithDependencies if you want to wait for all assets in the folder
 | 
						|
    // to load.
 | 
						|
    // If you want to keep the assets in the folder alive, make sure you store the returned handle
 | 
						|
    // somewhere.
 | 
						|
    let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus");
 | 
						|
 | 
						|
    // If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
 | 
						|
    // It will _not_ be loaded a second time.
 | 
						|
    // The LoadedFolder asset will ultimately also hold handles to the assets, but waiting for it to load
 | 
						|
    // and finding the right handle is more work!
 | 
						|
    let torus_handle = asset_server.load(
 | 
						|
        GltfAssetLabel::Primitive {
 | 
						|
            mesh: 0,
 | 
						|
            primitive: 0,
 | 
						|
        }
 | 
						|
        .from_asset("models/torus/torus.gltf"),
 | 
						|
    );
 | 
						|
 | 
						|
    // You can also add assets directly to their Assets<T> storage:
 | 
						|
    let material_handle = materials.add(StandardMaterial {
 | 
						|
        base_color: Color::srgb(0.8, 0.7, 0.6),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // torus
 | 
						|
    commands.spawn(PbrBundle {
 | 
						|
        mesh: torus_handle,
 | 
						|
        material: material_handle.clone(),
 | 
						|
        transform: Transform::from_xyz(-3.0, 0.0, 0.0),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // cube
 | 
						|
    commands.spawn(PbrBundle {
 | 
						|
        mesh: cube_handle,
 | 
						|
        material: material_handle.clone(),
 | 
						|
        transform: Transform::from_xyz(0.0, 0.0, 0.0),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // sphere
 | 
						|
    commands.spawn(PbrBundle {
 | 
						|
        mesh: sphere_handle,
 | 
						|
        material: material_handle,
 | 
						|
        transform: Transform::from_xyz(3.0, 0.0, 0.0),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // light
 | 
						|
    commands.spawn(PointLightBundle {
 | 
						|
        transform: Transform::from_xyz(4.0, 5.0, 4.0),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // camera
 | 
						|
    commands.spawn(Camera3dBundle {
 | 
						|
        transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
}
 |