bevy/examples/3d/animated_material.rs
oyasumi731 0950348916
Add hue traits (#12399)
# 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>
2024-03-22 00:36:46 +00:00

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);
}
}
}
}