simplify animated_material example (#11576)
# 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
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@ -1,17 +1,21 @@
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//! Shows how to animate material properties
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//! Shows how to animate material properties
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy::utils::HashSet;
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fn main() {
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fn main() {
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App::new()
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Startup, setup)
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.add_systems(Update, (animate_materials, make_materials_unique))
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.add_systems(Update, animate_materials)
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.run();
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.run();
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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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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commands.spawn((
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Camera3dBundle {
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Camera3dBundle {
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transform: Transform::from_xyz(3.0, 1.0, 3.0)
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transform: Transform::from_xyz(3.0, 1.0, 3.0)
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@ -25,11 +29,12 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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},
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},
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));
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));
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let helmet = asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0");
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let cube = meshes.add(shape::Cube { size: 0.5 });
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for x in -2..3 {
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for x in -1..2 {
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for z in -2..3 {
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for z in -1..2 {
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commands.spawn(SceneBundle {
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commands.spawn(PbrBundle {
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scene: helmet.clone(),
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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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transform: Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
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..default()
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..default()
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});
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});
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@ -50,29 +55,6 @@ fn animate_materials(
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0.5,
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0.5,
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);
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);
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material.base_color = color;
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material.base_color = color;
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material.emissive = color;
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}
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}
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}
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}
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}
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}
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/// This is needed because by default assets are loaded with shared materials
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/// But we want to animate every helmet independently of the others, so we must duplicate the materials
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fn make_materials_unique(
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mut material_handles: Query<&mut Handle<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut ran: Local<bool>,
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) {
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if *ran {
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return;
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}
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let mut set = HashSet::new();
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for mut material_handle in material_handles.iter_mut() {
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if set.contains(&material_handle.id()) {
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let material = materials.get(&*material_handle).unwrap().clone();
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*material_handle = materials.add(material);
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} else {
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set.insert(material_handle.id());
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}
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*ran = true;
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}
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}
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