83 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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