mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
9da18cce2a
# Objective - Fixes: https://github.com/bevyengine/bevy/issues/14036 ## Solution - Add a world space transformation for the environment sample direction. ## Testing - I have tested the newly added `transform` field using the newly added `rotate_environment_map` example. https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb ## Migration Guide - Since we have added a new filed to the `EnvironmentMapLight` struct, users will need to include `..default()` or some rotation value in their initialization code.
63 lines
1.8 KiB
Rust
63 lines
1.8 KiB
Rust
//! 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((
|
|
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: 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(PbrBundle {
|
|
mesh: cube.clone(),
|
|
material: materials.add(Color::from(hsla)),
|
|
transform: Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
|
|
..default()
|
|
});
|
|
hsla = hsla.rotate_hue(GOLDEN_ANGLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|