 5c4f3554f9
			
		
	
	
		5c4f3554f9
		
	
	
	
	
		
			
			After an inquiry on Reddit about support for Directional Lights and the unused properties on Light, I wanted to clean it up, to hopefully make it ever so slightly more clear for anyone wanting to add additional light types. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			78 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
 | |
| 
 | |
| /// This example illustrates various ways to load assets
 | |
| fn main() {
 | |
|     App::build()
 | |
|         .insert_resource(Msaa { samples: 4 })
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(setup.system())
 | |
|         .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 "assets/models/cube/cube.gltf#Mesh0/Primitive0"
 | |
|     let cube_handle = asset_server.load("models/cube/cube.gltf#Mesh0/Primitive0");
 | |
|     let sphere_handle = asset_server.load("models/sphere/sphere.gltf#Mesh0/Primitive0");
 | |
| 
 | |
|     // 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.
 | |
|         println!("{:?}", sphere.primitive_topology());
 | |
|     } else {
 | |
|         println!("sphere hasn't loaded yet");
 | |
|     }
 | |
| 
 | |
|     // You can load all assets in a folder like this. They will be loaded in parallel without
 | |
|     // blocking
 | |
|     let _scenes: Vec<HandleUntyped> = asset_server.load_folder("models/monkey").unwrap();
 | |
| 
 | |
|     // Then any asset in the folder can be accessed like this:
 | |
|     let monkey_handle = asset_server.get_handle("models/monkey/Monkey.gltf#Mesh0/Primitive0");
 | |
| 
 | |
|     // You can also add assets directly to their Assets<T> storage:
 | |
|     let material_handle = materials.add(StandardMaterial {
 | |
|         base_color: Color::rgb(0.8, 0.7, 0.6),
 | |
|         ..Default::default()
 | |
|     });
 | |
| 
 | |
|     // monkey
 | |
|     commands.spawn_bundle(PbrBundle {
 | |
|         mesh: monkey_handle,
 | |
|         material: material_handle.clone(),
 | |
|         transform: Transform::from_xyz(-3.0, 0.0, 0.0),
 | |
|         ..Default::default()
 | |
|     });
 | |
|     // cube
 | |
|     commands.spawn_bundle(PbrBundle {
 | |
|         mesh: cube_handle,
 | |
|         material: material_handle.clone(),
 | |
|         transform: Transform::from_xyz(0.0, 0.0, 0.0),
 | |
|         ..Default::default()
 | |
|     });
 | |
|     // sphere
 | |
|     commands.spawn_bundle(PbrBundle {
 | |
|         mesh: sphere_handle,
 | |
|         material: material_handle,
 | |
|         transform: Transform::from_xyz(3.0, 0.0, 0.0),
 | |
|         ..Default::default()
 | |
|     });
 | |
|     // light
 | |
|     commands.spawn_bundle(PointLightBundle {
 | |
|         transform: Transform::from_xyz(4.0, 5.0, 4.0),
 | |
|         ..Default::default()
 | |
|     });
 | |
|     // camera
 | |
|     commands.spawn_bundle(PerspectiveCameraBundle {
 | |
|         transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..Default::default()
 | |
|     });
 | |
| }
 |