generated_assets/
generated_assets.rs1use bevy::prelude::*;
4
5fn main() {
6 App::new()
7 .add_plugins(DefaultPlugins)
8 .add_systems(Startup, setup)
9 .add_systems(Update, generate_mesh_system.run_if(run_once))
10 .run();
11}
12
13fn setup(
14 mut commands: Commands,
15 asset_server: Res<AssetServer>,
16 mut materials: ResMut<Assets<StandardMaterial>>,
17 meshes: Res<Assets<Mesh>>,
18) {
19 commands.spawn((Camera3d::default(), Transform::from_xyz(0.0, 0.0, 5.0)));
20
21 commands.spawn((
22 DirectionalLight::default(),
23 Transform::default().looking_to(Dir3::new(Vec3::new(-1.0, -1.0, -1.0)).unwrap(), Dir3::Y),
24 ));
25
26 let material_handle = materials.add(StandardMaterial::default());
28
29 commands.spawn((
30 Transform::from_xyz(-2.0, 0.0, 0.0),
31 MeshMaterial3d(material_handle.clone()),
32 Mesh3d(asset_server.add_async(generate_mesh_async())),
36 ));
37
38 let mesh_handle = meshes.reserve_handle();
42 commands.insert_resource(HandleToGenerate(mesh_handle.clone()));
43 commands.spawn((
44 Transform::from_xyz(2.0, 0.0, 0.0)
45 .with_rotation(Quat::from_rotation_x(50.0f32.to_radians())),
46 Mesh3d(mesh_handle),
47 MeshMaterial3d(material_handle),
48 ));
49}
50
51async fn generate_mesh_async() -> Result<Mesh, std::io::Error> {
52 Ok(Mesh::from(Cone::new(1.0, 2.0)))
56}
57
58#[derive(Resource)]
59struct HandleToGenerate(Handle<Mesh>);
60
61fn generate_mesh_system(
66 handle_to_generate: Res<HandleToGenerate>,
67 mut meshes: ResMut<Assets<Mesh>>,
68) {
69 let mesh = Mesh::from(Torus::new(0.8, 1.2));
70 meshes.insert(&handle_to_generate.0, mesh).unwrap();
71}