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https://github.com/bevyengine/bevy
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# Objective - example `animated_material` is more complex that needed to show how to animate materials - it makes CI crash because it uses too much memory ## Solution - Simplify the example
60 lines
1.8 KiB
Rust
60 lines
1.8 KiB
Rust
//! Shows how to animate material properties
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, animate_materials)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(3.0, 1.0, 3.0)
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.looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
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..default()
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},
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 1500.0,
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},
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));
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let cube = meshes.add(shape::Cube { size: 0.5 });
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for x in -1..2 {
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for z in -1..2 {
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commands.spawn(PbrBundle {
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mesh: cube.clone(),
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material: materials.add(Color::WHITE),
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transform: Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
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..default()
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});
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}
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}
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}
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fn animate_materials(
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material_handles: Query<&Handle<StandardMaterial>>,
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time: Res<Time>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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for (i, material_handle) in material_handles.iter().enumerate() {
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if let Some(material) = materials.get_mut(material_handle) {
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let color = Color::hsl(
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((i as f32 * 2.345 + time.elapsed_seconds_wrapped()) * 100.0) % 360.0,
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1.0,
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0.5,
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);
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material.base_color = color;
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}
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}
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}
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