Add Animated Material example (#11524)

# Objective

- Fixes #11516

## Solution

- Add Animated Material example (colors are hue-cycling smoothly
per-mesh)


![image](https://github.com/bevyengine/bevy/assets/11307157/c75b9e66-0019-41b8-85ec-647559c6ba01)

Note: this example reproduces the perf issue found in #10610 pretty
consistently, with and without the changes from that PR included. Frame
time is sometimes around 4.3ms, other times around 12-14ms. Its pretty
random per run. I think this clears #10610 for merge.
This commit is contained in:
vero 2024-01-26 05:34:46 -08:00 committed by GitHub
parent 86e91f4368
commit fb367dac72
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@ -552,6 +552,17 @@ description = "Demonstrates how to use the `Camera::viewport_to_world` method"
category = "3D Rendering"
wasm = true
[[example]]
name = "animated_material"
path = "examples/3d/animated_material.rs"
doc-scrape-examples = true
[package.metadata.example.animated_material]
name = "Animated Material"
description = "Shows how to animate material properties"
category = "3D Rendering"
wasm = true
[[example]]
name = "generate_custom_mesh"
path = "examples/3d/generate_custom_mesh.rs"

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@ -0,0 +1,78 @@
//! Shows how to animate material properties
use bevy::prelude::*;
use bevy::utils::HashSet;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (animate_materials, make_materials_unique))
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(3.0, 1.0, 3.0)
.looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
..default()
},
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: 1500.0,
},
));
let helmet = asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0");
for x in -2..3 {
for z in -2..3 {
commands.spawn(SceneBundle {
scene: helmet.clone(),
transform: Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
..default()
});
}
}
}
fn animate_materials(
material_handles: Query<&Handle<StandardMaterial>>,
time: Res<Time>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
for (i, material_handle) in material_handles.iter().enumerate() {
if let Some(material) = materials.get_mut(material_handle) {
let color = Color::hsl(
((i as f32 * 2.345 + time.elapsed_seconds_wrapped()) * 100.0) % 360.0,
1.0,
0.5,
);
material.base_color = color;
material.emissive = color;
}
}
}
/// This is needed because by default assets are loaded with shared materials
/// But we want to animate every helmet independently of the others, so we must duplicate the materials
fn make_materials_unique(
mut material_handles: Query<&mut Handle<StandardMaterial>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut ran: Local<bool>,
) {
if *ran {
return;
}
let mut set = HashSet::new();
for mut material_handle in material_handles.iter_mut() {
if set.contains(&material_handle.id()) {
let material = materials.get(&*material_handle).unwrap().clone();
*material_handle = materials.add(material);
} else {
set.insert(material_handle.id());
}
*ran = true;
}
}

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@ -121,6 +121,7 @@ Example | Description
[3D Scene](../examples/3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting
[3D Shapes](../examples/3d/3d_shapes.rs) | A scene showcasing the built-in 3D shapes
[3D Viewport To World](../examples/3d/3d_viewport_to_world.rs) | Demonstrates how to use the `Camera::viewport_to_world` method
[Animated Material](../examples/3d/animated_material.rs) | Shows how to animate material properties
[Anti-aliasing](../examples/3d/anti_aliasing.rs) | Compares different anti-aliasing methods
[Atmospheric Fog](../examples/3d/atmospheric_fog.rs) | A scene showcasing the atmospheric fog effect
[Blend Modes](../examples/3d/blend_modes.rs) | Showcases different blend modes