pub struct Assets<A>where
A: Asset,{ /* private fields */ }Expand description
Stores Asset values identified by their AssetId.
Assets identified by AssetId::Index will be stored in a “dense” vec-like storage. This is more efficient, but it means that
the assets can only be identified at runtime. This is the default behavior.
Assets identified by AssetId::Uuid will be stored in a hashmap. This is less efficient, but it means that the assets can be referenced
at compile time.
This tracks (and queues) AssetEvent events whenever changes to the collection occur.
Implementations§
source§impl<A> Assets<A>where
A: Asset,
impl<A> Assets<A>where
A: Asset,
sourcepub fn get_handle_provider(&self) -> AssetHandleProvider
pub fn get_handle_provider(&self) -> AssetHandleProvider
Retrieves an AssetHandleProvider capable of reserving new Handle values for assets that will be stored in this
collection.
sourcepub fn reserve_handle(&self) -> Handle<A>
pub fn reserve_handle(&self) -> Handle<A>
Reserves a new Handle for an asset that will be stored in this collection.
sourcepub fn insert(&mut self, id: impl Into<AssetId<A>>, asset: A)
pub fn insert(&mut self, id: impl Into<AssetId<A>>, asset: A)
Inserts the given asset, identified by the given id. If an asset already exists for id, it will be replaced.
Examples found in repository?
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fn build(&self, app: &mut App) {
// Load our custom shader
let mut shaders = app.world_mut().resource_mut::<Assets<Shader>>();
shaders.insert(
&COLORED_MESH2D_SHADER_HANDLE,
Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()),
);
// Register our custom draw function, and add our render systems
app.get_sub_app_mut(RenderApp)
.unwrap()
.add_render_command::<Transparent2d, DrawColoredMesh2d>()
.init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
.init_resource::<RenderColoredMesh2dInstances>()
.add_systems(
ExtractSchedule,
extract_colored_mesh2d.after(extract_mesh2d),
)
.add_systems(Render, queue_colored_mesh2d.in_set(RenderSet::QueueMeshes));
}More examples
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fn resize_image(
image_mesh: Query<(&Handle<StandardMaterial>, &Handle<Mesh>), With<HDRViewer>>,
materials: Res<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
images: Res<Assets<Image>>,
mut image_events: EventReader<AssetEvent<Image>>,
) {
for event in image_events.read() {
let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
continue;
};
for (mat_h, mesh_h) in &image_mesh {
let Some(mat) = materials.get(mat_h) else {
continue;
};
let Some(ref base_color_texture) = mat.base_color_texture else {
continue;
};
if *id != base_color_texture.id() {
continue;
};
let Some(image_changed) = images.get(*id) else {
continue;
};
let size = image_changed.size_f32().normalize_or_zero() * 1.4;
// Resize Mesh
let quad = Mesh::from(Rectangle::from_size(size));
meshes.insert(mesh_h, quad);
}
}
}sourcepub fn get_or_insert_with(
&mut self,
id: impl Into<AssetId<A>>,
insert_fn: impl FnOnce() -> A,
) -> &mut A
pub fn get_or_insert_with( &mut self, id: impl Into<AssetId<A>>, insert_fn: impl FnOnce() -> A, ) -> &mut A
Retrieves an Asset stored for the given id if it exists. If it does not exist, it will be inserted using insert_fn.
sourcepub fn contains(&self, id: impl Into<AssetId<A>>) -> bool
pub fn contains(&self, id: impl Into<AssetId<A>>) -> bool
Returns true if the id exists in this collection. Otherwise it returns false.
sourcepub fn add(&mut self, asset: impl Into<A>) -> Handle<A>
pub fn add(&mut self, asset: impl Into<A>) -> Handle<A>
Adds the given asset and allocates a new strong Handle for it.
Examples found in repository?
More examples
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fn create_sphere_mesh(meshes: &mut Assets<Mesh>) -> Handle<Mesh> {
// We're going to use normal maps, so make sure we've generated tangents, or
// else the normal maps won't show up.
let mut sphere_mesh = Sphere::new(1.0).mesh().build();
sphere_mesh
.generate_tangents()
.expect("Failed to generate tangents");
meshes.add(sphere_mesh)
}
/// Spawn a regular object with a clearcoat layer. This looks like car paint.
fn spawn_car_paint_sphere(
commands: &mut Commands,
materials: &mut Assets<StandardMaterial>,
asset_server: &AssetServer,
sphere: &Handle<Mesh>,
) {
commands
.spawn(PbrBundle {
mesh: sphere.clone(),
material: materials.add(StandardMaterial {
clearcoat: 1.0,
clearcoat_perceptual_roughness: 0.1,
normal_map_texture: Some(asset_server.load_with_settings(
"textures/BlueNoise-Normal.png",
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
)),
metallic: 0.9,
perceptual_roughness: 0.5,
base_color: BLUE.into(),
..default()
}),
transform: Transform::from_xyz(-1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
..default()
})
.insert(ExampleSphere);
}
/// Spawn a semitransparent object with a clearcoat layer.
fn spawn_coated_glass_bubble_sphere(
commands: &mut Commands,
materials: &mut Assets<StandardMaterial>,
sphere: &Handle<Mesh>,
) {
commands
.spawn(PbrBundle {
mesh: sphere.clone(),
material: materials.add(StandardMaterial {
clearcoat: 1.0,
clearcoat_perceptual_roughness: 0.1,
metallic: 0.5,
perceptual_roughness: 0.1,
base_color: Color::srgba(0.9, 0.9, 0.9, 0.3),
alpha_mode: AlphaMode::Blend,
..default()
}),
transform: Transform::from_xyz(-1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
..default()
})
.insert(ExampleSphere);
}
/// Spawns an object with both a clearcoat normal map (a scratched varnish) and
/// a main layer normal map (the golf ball pattern).
///
/// This object is in glTF format, using the `KHR_materials_clearcoat`
/// extension.
fn spawn_golf_ball(commands: &mut Commands, asset_server: &AssetServer) {
commands
.spawn(SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/GolfBall/GolfBall.glb")),
transform: Transform::from_xyz(1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
..default()
})
.insert(ExampleSphere);
}
/// Spawns an object with only a clearcoat normal map (a scratch pattern) and no
/// main layer normal map.
fn spawn_scratched_gold_ball(
commands: &mut Commands,
materials: &mut Assets<StandardMaterial>,
asset_server: &AssetServer,
sphere: &Handle<Mesh>,
) {
commands
.spawn(PbrBundle {
mesh: sphere.clone(),
material: materials.add(StandardMaterial {
clearcoat: 1.0,
clearcoat_perceptual_roughness: 0.3,
clearcoat_normal_texture: Some(asset_server.load_with_settings(
"textures/ScratchedGold-Normal.png",
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
)),
metallic: 0.9,
perceptual_roughness: 0.1,
base_color: GOLD.into(),
..default()
}),
transform: Transform::from_xyz(1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
..default()
})
.insert(ExampleSphere);
}12 13 14 15 16 17 18 19 20 21 22 23 24
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn(Camera2dBundle::default());
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::default()).into(),
transform: Transform::default().with_scale(Vec3::splat(128.)),
material: materials.add(Color::from(PURPLE)),
..default()
});
}79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153
fn setup_mesh(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes.add(Capsule2d::default()).into(),
transform: Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
material: materials.add(Color::BLACK),
..default()
},
Rotate,
PIXEL_PERFECT_LAYERS,
));
}
fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let canvas_size = Extent3d {
width: RES_WIDTH,
height: RES_HEIGHT,
..default()
};
// this Image serves as a canvas representing the low-resolution game screen
let mut canvas = Image {
texture_descriptor: TextureDescriptor {
label: None,
size: canvas_size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};
// fill image.data with zeroes
canvas.resize(canvas_size);
let image_handle = images.add(canvas);
// this camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
commands.spawn((
Camera2dBundle {
camera: Camera {
// render before the "main pass" camera
order: -1,
target: RenderTarget::Image(image_handle.clone()),
..default()
},
..default()
},
InGameCamera,
PIXEL_PERFECT_LAYERS,
));
// spawn the canvas
commands.spawn((
SpriteBundle {
texture: image_handle,
..default()
},
Canvas,
HIGH_RES_LAYERS,
));
// the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
// here, the canvas and one of the sample sprites will be rendered by this camera
commands.spawn((Camera2dBundle::default(), OuterCamera, HIGH_RES_LAYERS));
}25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
fn play_pitch(
mut pitch_assets: ResMut<Assets<Pitch>>,
frequency: Res<PitchFrequency>,
mut events: EventReader<PlayPitch>,
mut commands: Commands,
) {
for _ in events.read() {
info!("playing pitch with frequency: {}", frequency.0);
commands.spawn(PitchBundle {
source: pitch_assets.add(Pitch::new(frequency.0, Duration::new(1, 0))),
settings: PlaybackSettings::DESPAWN,
});
info!("number of pitch assets: {}", pitch_assets.len());
}
}- examples/shader/animate_shader.rs
- examples/3d/tonemapping.rs
- examples/shader/shader_material_2d.rs
- examples/3d/ssr.rs
- examples/3d/reflection_probes.rs
- examples/shader/fallback_image.rs
- examples/2d/custom_gltf_vertex_attribute.rs
- examples/shader/shader_material.rs
- examples/shader/shader_material_glsl.rs
- examples/3d/3d_viewport_to_world.rs
- examples/animation/morph_targets.rs
- examples/shader/texture_binding_array.rs
- examples/camera/2d_top_down_camera.rs
- examples/3d/anisotropy.rs
- examples/shader/custom_vertex_attribute.rs
- examples/asset/multi_asset_sync.rs
- examples/transforms/3d_rotation.rs
- examples/transforms/scale.rs
- examples/transforms/translation.rs
- examples/2d/sprite_sheet.rs
- tests/window/minimising.rs
- tests/window/resizing.rs
- examples/shader/shader_defs.rs
- examples/ui/ui_material.rs
- examples/shader/compute_shader_game_of_life.rs
- examples/3d/3d_scene.rs
- examples/shader/shader_material_screenspace_texture.rs
- examples/3d/animated_material.rs
- examples/shader/array_texture.rs
- examples/shader/post_processing.rs
- examples/3d/parenting.rs
- examples/3d/lines.rs
- examples/window/screenshot.rs
- examples/3d/two_passes.rs
- examples/shader/shader_instancing.rs
- examples/math/render_primitives.rs
- examples/3d/atmospheric_fog.rs
- examples/animation/cubic_curve.rs
- examples/2d/mesh2d_vertex_color_texture.rs
- examples/shader/extended_material.rs
- examples/3d/vertex_colors.rs
- examples/3d/generate_custom_mesh.rs
- examples/3d/orthographic.rs
- examples/2d/wireframe_2d.rs
- examples/animation/animation_graph.rs
- examples/stress_tests/many_animated_sprites.rs
- examples/transforms/transform.rs
- examples/3d/motion_blur.rs
- examples/gizmos/3d_gizmos.rs
- examples/3d/spherical_area_lights.rs
- examples/2d/2d_shapes.rs
- examples/2d/bloom_2d.rs
- examples/gizmos/axes.rs
- examples/app/headless_renderer.rs
- examples/ui/ui_texture_atlas.rs
- examples/audio/spatial_audio_2d.rs
- examples/window/low_power.rs
- examples/camera/first_person_view_model.rs
- examples/math/custom_primitives.rs
- examples/2d/sprite_animation.rs
- examples/3d/wireframe.rs
- examples/audio/spatial_audio_3d.rs
- examples/3d/fog.rs
- examples/3d/ssao.rs
- examples/3d/texture.rs
- examples/3d/visibility_range.rs
- examples/animation/animated_fox.rs
- examples/stress_tests/many_lights.rs
- examples/3d/bloom_3d.rs
- examples/ui/ui_texture_atlas_slice.rs
- examples/math/random_sampling.rs
- examples/3d/shadow_caster_receiver.rs
- examples/transforms/align.rs
- examples/3d/irradiance_volumes.rs
- examples/3d/anti_aliasing.rs
- examples/asset/repeated_texture.rs
- examples/2d/mesh2d_manual.rs
- examples/2d/mesh2d_arcs.rs
- examples/ui/render_ui_to_texture.rs
- examples/ecs/iter_combinations.rs
- examples/3d/transparency_3d.rs
- examples/stress_tests/bevymark.rs
- examples/3d/meshlet.rs
- examples/3d/3d_shapes.rs
- examples/3d/pbr.rs
- examples/gizmos/light_gizmos.rs
- examples/3d/render_to_texture.rs
- examples/3d/auto_exposure.rs
- examples/3d/spotlight.rs
- examples/asset/asset_loading.rs
- examples/shader/shader_prepass.rs
- examples/stress_tests/many_foxes.rs
- examples/3d/split_screen.rs
- examples/games/breakout.rs
- examples/2d/texture_atlas.rs
- examples/animation/custom_skinned_mesh.rs
- examples/math/sampling_primitives.rs
- examples/games/desk_toy.rs
- examples/3d/parallax_mapping.rs
- examples/3d/shadow_biases.rs
- examples/3d/deferred_rendering.rs
- examples/3d/blend_modes.rs
- examples/animation/animated_transform.rs
- examples/stress_tests/many_cubes.rs
- examples/3d/lighting.rs
- examples/3d/transmission.rs
sourcepub fn get_strong_handle(&mut self, id: AssetId<A>) -> Option<Handle<A>>
pub fn get_strong_handle(&mut self, id: AssetId<A>) -> Option<Handle<A>>
Upgrade an AssetId into a strong Handle that will prevent asset drop.
Returns None if the provided id is not part of this Assets collection.
For example, it may have been dropped earlier.
sourcepub fn get(&self, id: impl Into<AssetId<A>>) -> Option<&A>
pub fn get(&self, id: impl Into<AssetId<A>>) -> Option<&A>
Retrieves a reference to the Asset with the given id, if it exists.
Note that this supports anything that implements Into<AssetId<A>>, which includes Handle and AssetId.
Examples found in repository?
91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110
fn name_morphs(
mut has_printed: Local<bool>,
morph_data: Res<MorphData>,
meshes: Res<Assets<Mesh>>,
) {
if *has_printed {
return;
}
let Some(mesh) = meshes.get(&morph_data.mesh) else {
return;
};
let Some(names) = mesh.morph_target_names() else {
return;
};
for name in names {
println!(" {name}");
}
*has_printed = true;
}More examples
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fn animate_sprite(
time: Res<Time>,
texture_atlases: Res<Assets<TextureAtlasLayout>>,
mut query: Query<(&mut AnimationTimer, &mut TextureAtlas)>,
) {
for (mut timer, mut sheet) in query.iter_mut() {
timer.tick(time.delta());
if timer.just_finished() {
let texture_atlas = texture_atlases.get(&sheet.layout).unwrap();
sheet.index = (sheet.index + 1) % texture_atlas.textures.len();
}
}
}246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264
fn print_text(
handles: Res<TextAssets>,
texts: Res<Assets<Text>>,
mut asset_events: EventReader<AssetEvent<Text>>,
) {
if !asset_events.is_empty() {
// This prints the current values of the assets
// Hot-reloading is supported, so try modifying the source assets (and their meta files)!
println!("Current Values:");
println!(" a: {:?}", texts.get(&handles.a));
println!(" b: {:?}", texts.get(&handles.b));
println!(" c: {:?}", texts.get(&handles.c));
println!(" d: {:?}", texts.get(&handles.d));
println!(" e: {:?}", texts.get(&handles.e));
println!("(You can modify source assets and their .meta files to hot-reload changes!)");
println!();
asset_events.clear();
}
}103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126
fn create_material_variants(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
new_meshes: Query<
(Entity, &Handle<StandardMaterial>),
(Added<Handle<StandardMaterial>>, Without<MaterialVariants>),
>,
) {
for (entity, anisotropic_material_handle) in new_meshes.iter() {
let Some(anisotropic_material) = materials.get(anisotropic_material_handle).cloned() else {
continue;
};
commands.entity(entity).insert(MaterialVariants {
anisotropic: anisotropic_material_handle.clone(),
isotropic: materials.add(StandardMaterial {
anisotropy_texture: None,
anisotropy_strength: 0.0,
anisotropy_rotation: 0.0,
..anisotropic_material
}),
});
}
}121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156
fn print_on_load(
mut state: ResMut<State>,
custom_assets: Res<Assets<CustomAsset>>,
blob_assets: Res<Assets<Blob>>,
) {
let custom_asset = custom_assets.get(&state.handle);
let other_custom_asset = custom_assets.get(&state.other_handle);
let blob = blob_assets.get(&state.blob);
// Can't print results if the assets aren't ready
if state.printed {
return;
}
if custom_asset.is_none() {
info!("Custom Asset Not Ready");
return;
}
if other_custom_asset.is_none() {
info!("Other Custom Asset Not Ready");
return;
}
if blob.is_none() {
info!("Blob Not Ready");
return;
}
info!("Custom asset loaded: {:?}", custom_asset.unwrap());
info!("Custom asset loaded: {:?}", other_custom_asset.unwrap());
info!("Blob Size: {:?} Bytes", blob.unwrap().bytes.len());
// Once printed, we won't print again
state.printed = true;
}245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275
fn wait_on_load(
mut commands: Commands,
foxes: Res<OneHundredThings>,
gltfs: Res<Assets<Gltf>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Change color of plane to green
commands.spawn((PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
transform: Transform::from_translation(Vec3::Z * -0.01),
..default()
},));
// Spawn our scenes.
for i in 0..10 {
for j in 0..10 {
let index = i * 10 + j;
let position = Vec3::new(i as f32 - 5.0, 0.0, j as f32 - 5.0);
// All gltfs must exist because this is guarded by the `AssetBarrier`.
let gltf = gltfs.get(&foxes.0[index]).unwrap();
let scene = gltf.scenes.first().unwrap().clone();
commands.spawn(SceneBundle {
scene,
transform: Transform::from_translation(position),
..Default::default()
});
}
}
}sourcepub fn get_mut(&mut self, id: impl Into<AssetId<A>>) -> Option<&mut A>
pub fn get_mut(&mut self, id: impl Into<AssetId<A>>) -> Option<&mut A>
Retrieves a mutable reference to the Asset with the given id, if it exists.
Note that this supports anything that implements Into<AssetId<A>>, which includes Handle and AssetId.
Examples found in repository?
50 51 52 53 54 55 56 57 58 59 60 61 62
fn animate_materials(
material_handles: Query<&Handle<StandardMaterial>>,
time: Res<Time>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
for material_handle in material_handles.iter() {
if let Some(material) = materials.get_mut(material_handle) {
if let Color::Hsla(ref mut hsla) = material.base_color {
*hsla = hsla.rotate_hue(time.delta_seconds() * 100.0);
}
}
}
}More examples
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fn tweak_scene(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut lights: Query<&mut DirectionalLight, Changed<DirectionalLight>>,
mut named_entities: Query<
(Entity, &Name, &Handle<StandardMaterial>),
(With<Handle<Mesh>>, Without<Lightmap>),
>,
) {
// Turn on shadows.
for mut light in lights.iter_mut() {
light.shadows_enabled = true;
}
// Add a nice lightmap to the circuit board.
for (entity, name, material) in named_entities.iter_mut() {
if &**name == "CircuitBoard" {
materials.get_mut(material).unwrap().lightmap_exposure = 10000.0;
commands.entity(entity).insert(Lightmap {
image: asset_server.load("models/DepthOfFieldExample/CircuitBoardLightmap.hdr"),
..default()
});
}
}
}211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238
fn drag_drop_image(
image_mat: Query<&Handle<StandardMaterial>, With<HDRViewer>>,
text: Query<Entity, (With<Text>, With<SceneNumber>)>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut drop_events: EventReader<FileDragAndDrop>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
let Some(new_image) = drop_events.read().find_map(|e| match e {
FileDragAndDrop::DroppedFile { path_buf, .. } => {
Some(asset_server.load(path_buf.to_string_lossy().to_string()))
}
_ => None,
}) else {
return;
};
for mat_h in &image_mat {
if let Some(mat) = materials.get_mut(mat_h) {
mat.base_color_texture = Some(new_image.clone());
// Despawn the image viewer instructions
if let Ok(text_entity) = text.get_single() {
commands.entity(text_entity).despawn();
}
}
}
}221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250
fn toggle_prepass_view(
mut prepass_view: Local<u32>,
keycode: Res<ButtonInput<KeyCode>>,
material_handle: Query<&Handle<PrepassOutputMaterial>>,
mut materials: ResMut<Assets<PrepassOutputMaterial>>,
mut text: Query<&mut Text>,
) {
if keycode.just_pressed(KeyCode::Space) {
*prepass_view = (*prepass_view + 1) % 4;
let label = match *prepass_view {
0 => "transparent",
1 => "depth",
2 => "normals",
3 => "motion vectors",
_ => unreachable!(),
};
let mut text = text.single_mut();
text.sections[0].value = format!("Prepass Output: {label}\n");
for section in &mut text.sections {
section.style.color = Color::WHITE;
}
let handle = material_handle.single();
let mat = materials.get_mut(handle).unwrap();
mat.settings.show_depth = (*prepass_view == 1) as u32;
mat.settings.show_normals = (*prepass_view == 2) as u32;
mat.settings.show_motion_vectors = (*prepass_view == 3) as u32;
}
}143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168
fn asset_loaded(
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut cubemap: ResMut<Cubemap>,
mut skyboxes: Query<&mut Skybox>,
) {
if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle) == LoadState::Loaded {
info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
let image = images.get_mut(&cubemap.image_handle).unwrap();
// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
// so they appear as one texture. The following code reconfigures the texture as necessary.
if image.texture_descriptor.array_layer_count() == 1 {
image.reinterpret_stacked_2d_as_array(image.height() / image.width());
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
}
for mut skybox in &mut skyboxes {
skybox.image = cubemap.image_handle.clone();
}
cubemap.is_loaded = true;
}
}203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233
fn create_texture_atlas(
folder: &LoadedFolder,
padding: Option<UVec2>,
sampling: Option<ImageSampler>,
textures: &mut ResMut<Assets<Image>>,
) -> (TextureAtlasLayout, Handle<Image>) {
// Build a texture atlas using the individual sprites
let mut texture_atlas_builder = TextureAtlasBuilder::default();
texture_atlas_builder.padding(padding.unwrap_or_default());
for handle in folder.handles.iter() {
let id = handle.id().typed_unchecked::<Image>();
let Some(texture) = textures.get(id) else {
warn!(
"{:?} did not resolve to an `Image` asset.",
handle.path().unwrap()
);
continue;
};
texture_atlas_builder.add_texture(Some(id), texture);
}
let (texture_atlas_layout, texture) = texture_atlas_builder.build().unwrap();
let texture = textures.add(texture);
// Update the sampling settings of the texture atlas
let image = textures.get_mut(&texture).unwrap();
image.sampler = sampling.unwrap_or_default();
(texture_atlas_layout, texture)
}sourcepub fn remove(&mut self, id: impl Into<AssetId<A>>) -> Option<A>
pub fn remove(&mut self, id: impl Into<AssetId<A>>) -> Option<A>
Removes (and returns) the Asset with the given id, if it exists.
Note that this supports anything that implements Into<AssetId<A>>, which includes Handle and AssetId.
Examples found in repository?
120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138
fn decompress<A: Asset>(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut compressed_assets: ResMut<Assets<GzAsset>>,
query: Query<(Entity, &Compressed<A>)>,
) {
for (entity, Compressed { compressed, .. }) in query.iter() {
let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
continue;
};
let uncompressed = uncompressed.take::<A>().unwrap();
commands
.entity(entity)
.remove::<Compressed<A>>()
.insert(asset_server.add(uncompressed));
}
}sourcepub fn remove_untracked(&mut self, id: impl Into<AssetId<A>>) -> Option<A>
pub fn remove_untracked(&mut self, id: impl Into<AssetId<A>>) -> Option<A>
Removes (and returns) the Asset with the given id, if it exists. This skips emitting AssetEvent::Removed.
Note that this supports anything that implements Into<AssetId<A>>, which includes Handle and AssetId.
sourcepub fn len(&self) -> usize
pub fn len(&self) -> usize
Returns the number of assets currently stored in the collection.
Examples found in repository?
25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
fn play_pitch(
mut pitch_assets: ResMut<Assets<Pitch>>,
frequency: Res<PitchFrequency>,
mut events: EventReader<PlayPitch>,
mut commands: Commands,
) {
for _ in events.read() {
info!("playing pitch with frequency: {}", frequency.0);
commands.spawn(PitchBundle {
source: pitch_assets.add(Pitch::new(frequency.0, Duration::new(1, 0))),
settings: PlaybackSettings::DESPAWN,
});
info!("number of pitch assets: {}", pitch_assets.len());
}
}sourcepub fn iter_mut(&mut self) -> AssetsMutIterator<'_, A> ⓘ
pub fn iter_mut(&mut self) -> AssetsMutIterator<'_, A> ⓘ
Examples found in repository?
More examples
78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149
fn update_parallax_depth_scale(
input: Res<ButtonInput<KeyCode>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut target_depth: Local<TargetDepth>,
mut depth_update: Local<bool>,
mut text: Query<&mut Text>,
) {
if input.just_pressed(KeyCode::Digit1) {
target_depth.0 -= DEPTH_UPDATE_STEP;
target_depth.0 = target_depth.0.max(0.0);
*depth_update = true;
}
if input.just_pressed(KeyCode::Digit2) {
target_depth.0 += DEPTH_UPDATE_STEP;
target_depth.0 = target_depth.0.min(MAX_DEPTH);
*depth_update = true;
}
if *depth_update {
let mut text = text.single_mut();
for (_, mat) in materials.iter_mut() {
let current_depth = mat.parallax_depth_scale;
let new_depth = current_depth.lerp(target_depth.0, DEPTH_CHANGE_RATE);
mat.parallax_depth_scale = new_depth;
text.sections[0].value = format!("Parallax depth scale: {new_depth:.5}\n");
if (new_depth - current_depth).abs() <= 0.000000001 {
*depth_update = false;
}
}
}
}
fn switch_method(
input: Res<ButtonInput<KeyCode>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut text: Query<&mut Text>,
mut current: Local<CurrentMethod>,
) {
if input.just_pressed(KeyCode::Space) {
current.next_method();
} else {
return;
}
let mut text = text.single_mut();
text.sections[2].value = format!("Method: {}\n", *current);
for (_, mat) in materials.iter_mut() {
mat.parallax_mapping_method = current.0;
}
}
fn update_parallax_layers(
input: Res<ButtonInput<KeyCode>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut target_layers: Local<TargetLayers>,
mut text: Query<&mut Text>,
) {
if input.just_pressed(KeyCode::Digit3) {
target_layers.0 -= 1.0;
target_layers.0 = target_layers.0.max(0.0);
} else if input.just_pressed(KeyCode::Digit4) {
target_layers.0 += 1.0;
} else {
return;
}
let layer_count = target_layers.0.exp2();
let mut text = text.single_mut();
text.sections[1].value = format!("Layers: {layer_count:.0}\n");
for (_, mat) in materials.iter_mut() {
mat.max_parallax_layer_count = layer_count;
}
}302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393
fn switch_mode(
mut text: Query<&mut Text>,
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut default_opaque_renderer_method: ResMut<DefaultOpaqueRendererMethod>,
mut materials: ResMut<Assets<StandardMaterial>>,
cameras: Query<Entity, With<Camera>>,
mut pause: ResMut<Pause>,
mut hide_ui: Local<bool>,
mut mode: Local<DefaultRenderMode>,
) {
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
text.clear();
if keys.just_pressed(KeyCode::Space) {
pause.0 = !pause.0;
}
if keys.just_pressed(KeyCode::Digit1) {
*mode = DefaultRenderMode::Deferred;
default_opaque_renderer_method.set_to_deferred();
println!("DefaultOpaqueRendererMethod: Deferred");
for _ in materials.iter_mut() {}
for camera in &cameras {
commands.entity(camera).remove::<NormalPrepass>();
commands.entity(camera).insert(DepthPrepass);
commands.entity(camera).insert(MotionVectorPrepass);
commands.entity(camera).insert(DeferredPrepass);
}
}
if keys.just_pressed(KeyCode::Digit2) {
*mode = DefaultRenderMode::Forward;
default_opaque_renderer_method.set_to_forward();
println!("DefaultOpaqueRendererMethod: Forward");
for _ in materials.iter_mut() {}
for camera in &cameras {
commands.entity(camera).remove::<NormalPrepass>();
commands.entity(camera).remove::<DepthPrepass>();
commands.entity(camera).remove::<MotionVectorPrepass>();
commands.entity(camera).remove::<DeferredPrepass>();
}
}
if keys.just_pressed(KeyCode::Digit3) {
*mode = DefaultRenderMode::ForwardPrepass;
default_opaque_renderer_method.set_to_forward();
println!("DefaultOpaqueRendererMethod: Forward + Prepass");
for _ in materials.iter_mut() {}
for camera in &cameras {
commands.entity(camera).insert(NormalPrepass);
commands.entity(camera).insert(DepthPrepass);
commands.entity(camera).insert(MotionVectorPrepass);
commands.entity(camera).remove::<DeferredPrepass>();
}
}
if keys.just_pressed(KeyCode::KeyH) {
*hide_ui = !*hide_ui;
}
if !*hide_ui {
text.push_str("(H) Hide UI\n");
text.push_str("(Space) Play/Pause\n\n");
text.push_str("Rendering Method:\n");
text.push_str(&format!(
"(1) {} Deferred\n",
if let DefaultRenderMode::Deferred = *mode {
">"
} else {
""
}
));
text.push_str(&format!(
"(2) {} Forward\n",
if let DefaultRenderMode::Forward = *mode {
">"
} else {
""
}
));
text.push_str(&format!(
"(3) {} Forward + Prepass\n",
if let DefaultRenderMode::ForwardPrepass = *mode {
">"
} else {
""
}
));
}
}sourcepub fn track_assets(
assets: ResMut<'_, Assets<A>>,
asset_server: Res<'_, AssetServer>,
)
pub fn track_assets( assets: ResMut<'_, Assets<A>>, asset_server: Res<'_, AssetServer>, )
A system that synchronizes the state of assets in this collection with the AssetServer. This manages
Handle drop events.
sourcepub fn asset_events(
assets: ResMut<'_, Assets<A>>,
events: EventWriter<'_, AssetEvent<A>>,
)
pub fn asset_events( assets: ResMut<'_, Assets<A>>, events: EventWriter<'_, AssetEvent<A>>, )
A system that applies accumulated asset change events to the Events resource.
Trait Implementations§
Auto Trait Implementations§
impl<A> Freeze for Assets<A>
impl<A> RefUnwindSafe for Assets<A>where
A: RefUnwindSafe,
impl<A> Send for Assets<A>
impl<A> Sync for Assets<A>
impl<A> Unpin for Assets<A>where
A: Unpin,
impl<A> UnwindSafe for Assets<A>where
A: UnwindSafe,
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source§impl<S> FromSample<S> for S
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source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self using data from the given World.source§impl<T> Instrument for T
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source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
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fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left is true.
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