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			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			61 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to animate material properties
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| 
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| use bevy::prelude::*;
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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)
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|         .run();
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| }
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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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| 
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|     let cube = meshes.add(Cuboid::new(0.5, 0.5, 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(LegacyColor::WHITE),
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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 = LegacyColor::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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|         }
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|     }
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| }
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