This example was missed during the port to required components for meshes and materials. Easy fix, I checked that it works as it did in the PR that added the example (#13912).
		
			
				
	
	
		
			97 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example demonstrates how to query a [`StandardMaterial`] within a glTF scene.
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//! It is particularly useful for glTF scenes with a mesh that consists of multiple primitives.
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use std::f32::consts::PI;
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use bevy::{
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    gltf::GltfMaterialName,
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    pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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    prelude::*,
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    render::mesh::VertexAttributeValues,
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};
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fn main() {
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    App::new()
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        .insert_resource(DirectionalLightShadowMap { size: 4096 })
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, find_top_material_and_mesh)
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        .run();
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}
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fn find_top_material_and_mesh(
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    time: Res<Time>,
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    mat_query: Query<(
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        &MeshMaterial3d<StandardMaterial>,
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        &Mesh3d,
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        &GltfMaterialName,
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    )>,
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) {
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    for (mat_handle, mesh_handle, name) in mat_query.iter() {
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        // locate a material by material name
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        if name.0 == "Top" {
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            if let Some(material) = materials.get_mut(mat_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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                } else {
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                    material.base_color = Color::from(Hsla::hsl(0.0, 0.8, 0.5));
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                }
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            }
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            if let Some(mesh) = meshes.get_mut(mesh_handle) {
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                if let Some(VertexAttributeValues::Float32x3(positions)) =
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                    mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
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                {
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                    positions[0] = (
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                        ops::sin(2.0 * PI * time.elapsed_seconds()),
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                        positions[0][1],
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                        positions[0][2],
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                    )
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                        .into();
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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 setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(0.6, 1.6, 11.3).looking_at(Vec3::new(0.0, 0.0, 3.0), Vec3::Y),
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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: 500.0,
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            rotation: Quat::IDENTITY,
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        },
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    ));
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    commands.spawn((
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        DirectionalLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        // This is a relatively small scene, so use tighter shadow
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        // cascade bounds than the default for better quality.
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        // We also adjusted the shadow map to be larger since we're
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        // only using a single cascade.
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        CascadeShadowConfigBuilder {
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            num_cascades: 1,
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            maximum_distance: 1.6,
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            ..default()
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        }
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        .build(),
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    ));
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    commands.spawn((
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        SceneRoot(asset_server.load(
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            GltfAssetLabel::Scene(0).from_asset("models/GltfPrimitives/gltf_primitives.glb"),
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        )),
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        Transform {
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            rotation: Quat::from_rotation_y(-90.0 / 180.0 * PI),
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            ..default()
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        },
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    ));
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}
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