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animated_material.rs
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/
animated_material.rs
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//! Shows how to animate material properties
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, animate_materials)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(3.0, 1.0, 3.0).looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 2_000.0,
..default()
},
));
let cube = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
const GOLDEN_ANGLE: f32 = 137.507_77;
let mut hsla = Hsla::hsl(0.0, 1.0, 0.5);
for x in -1..2 {
for z in -1..2 {
commands.spawn((
Mesh3d(cube.clone()),
MeshMaterial3d(materials.add(Color::from(hsla))),
Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
));
hsla = hsla.rotate_hue(GOLDEN_ANGLE);
}
}
}
fn animate_materials(
material_handles: Query<&MeshMaterial3d<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_secs() * 100.0);
}
}
}
}