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		de004da8d5
		
			
		
	
	
	
	
		
			
			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			92 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates various ways to load assets.
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| 
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| use bevy::{asset::LoadedFolder, prelude::*};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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| 
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| fn setup(
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|     mut commands: 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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|     // By default AssetServer will load assets from inside the "assets" folder.
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|     // For example, the next line will load "ROOT/assets/models/cube/cube.gltf#Mesh0/Primitive0",
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|     // where "ROOT" is the directory of the Application.
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|     //
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|     // This can be overridden by setting the "CARGO_MANIFEST_DIR" environment variable (see
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|     // https://doc.rust-lang.org/cargo/reference/environment-variables.html)
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|     // to another directory. When the Application is run through Cargo, "CARGO_MANIFEST_DIR" is
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|     // automatically set to your crate (workspace) root directory.
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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
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|         // blocking. When an asset has loaded, it will appear in relevant Assets<T>
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|         // collection.
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|         info!("{:?}", sphere.primitive_topology());
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|     } else {
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|         info!("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
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|     // blocking. The LoadedFolder asset holds handles to each asset in the folder. These are all
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|     // dependencies of the LoadedFolder asset, meaning you can wait for the LoadedFolder asset to
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|     // fire AssetEvent::LoadedWithDependencies if you want to wait for all assets in the folder
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|     // to load.
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|     // If you want to keep the assets in the folder alive, make sure you store the returned handle
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|     // somewhere.
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|     let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus");
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| 
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|     // If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
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|     // It will _not_ be loaded a second time.
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|     // The LoadedFolder asset will ultimately also hold handles to the assets, but waiting for it to load
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|     // and finding the right handle is more work!
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|     let torus_handle = asset_server.load("models/torus/torus.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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|         base_color: LegacyColor::rgb(0.8, 0.7, 0.6),
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|         ..default()
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|     });
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| 
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|     // torus
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|     commands.spawn(PbrBundle {
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|         mesh: torus_handle,
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|         material: material_handle.clone(),
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|         transform: Transform::from_xyz(-3.0, 0.0, 0.0),
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|         ..default()
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|     });
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|     // cube
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|     commands.spawn(PbrBundle {
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|         mesh: cube_handle,
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|         material: material_handle.clone(),
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|         transform: Transform::from_xyz(0.0, 0.0, 0.0),
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|         ..default()
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|     });
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|     // sphere
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|     commands.spawn(PbrBundle {
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|         mesh: sphere_handle,
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|         material: material_handle,
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|         transform: Transform::from_xyz(3.0, 0.0, 0.0),
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|         ..default()
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|     });
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|     // light
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|     commands.spawn(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 5.0, 4.0),
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|         ..default()
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|     });
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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