 fb367dac72
			
		
	
	
		fb367dac72
		
			
		
	
	
	
	
		
			
			# Objective - Fixes #11516 ## Solution - Add Animated Material example (colors are hue-cycling smoothly per-mesh)  Note: this example reproduces the perf issue found in #10610 pretty consistently, with and without the changes from that PR included. Frame time is sometimes around 4.3ms, other times around 12-14ms. Its pretty random per run. I think this clears #10610 for merge.
		
			
				
	
	
		
			79 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to animate material properties
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| 
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| use bevy::prelude::*;
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| use bevy::utils::HashSet;
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| 
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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, make_materials_unique))
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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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|     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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| 
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|     let helmet = asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0");
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|     for x in -2..3 {
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|         for z in -2..3 {
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|             commands.spawn(SceneBundle {
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|                 scene: helmet.clone(),
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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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| 
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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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|             material.emissive = color;
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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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