mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
0950348916
# Objective Fixes #12200 . ## Solution I added a Hue Trait with the rotate_hue method to enable hue rotation. Additionally, I modified the implementation of animations in the animated_material sample. --- ## Changelog - Added a `Hue` trait to `bevy_color/src/color_ops.rs`. - Added the `Hue` trait implementation to `Hsla`, `Hsva`, `Hwba`, `Lcha`, and `Oklcha`. - Updated animated_material sample. ## Migration Guide Users of Oklcha need to change their usage to use the with_hue method instead of the with_h method. --------- Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
62 lines
1.8 KiB
Rust
62 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,
|
|
},
|
|
));
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|