# 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>
		
			
				
	
	
		
			63 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			63 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: 2_000.0,
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        },
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    ));
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    let cube = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
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    const GOLDEN_ANGLE: f32 = 137.507_77;
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    let mut hsla = Hsla::hsl(0.0, 1.0, 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::from(hsla)),
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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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            hsla = hsla.rotate_hue(GOLDEN_ANGLE);
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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 material_handle in material_handles.iter() {
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        if let Some(material) = materials.get_mut(material_handle) {
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            if let Color::Hsla(ref mut hsla) = material.base_color {
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                *hsla = hsla.rotate_hue(time.delta_seconds() * 100.0);
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            }
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        }
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    }
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}
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