
# 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
|
|
|
|
use bevy::prelude::*;
|
|
use bevy::utils::HashSet;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (animate_materials, make_materials_unique))
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
transform: Transform::from_xyz(3.0, 1.0, 3.0)
|
|
.looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
|
|
..default()
|
|
},
|
|
EnvironmentMapLight {
|
|
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
|
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
|
intensity: 1500.0,
|
|
},
|
|
));
|
|
|
|
let helmet = asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0");
|
|
for x in -2..3 {
|
|
for z in -2..3 {
|
|
commands.spawn(SceneBundle {
|
|
scene: helmet.clone(),
|
|
transform: Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
|
|
..default()
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
fn animate_materials(
|
|
material_handles: Query<&Handle<StandardMaterial>>,
|
|
time: Res<Time>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
for (i, material_handle) in material_handles.iter().enumerate() {
|
|
if let Some(material) = materials.get_mut(material_handle) {
|
|
let color = Color::hsl(
|
|
((i as f32 * 2.345 + time.elapsed_seconds_wrapped()) * 100.0) % 360.0,
|
|
1.0,
|
|
0.5,
|
|
);
|
|
material.base_color = color;
|
|
material.emissive = color;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// This is needed because by default assets are loaded with shared materials
|
|
/// But we want to animate every helmet independently of the others, so we must duplicate the materials
|
|
fn make_materials_unique(
|
|
mut material_handles: Query<&mut Handle<StandardMaterial>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut ran: Local<bool>,
|
|
) {
|
|
if *ran {
|
|
return;
|
|
}
|
|
let mut set = HashSet::new();
|
|
for mut material_handle in material_handles.iter_mut() {
|
|
if set.contains(&material_handle.id()) {
|
|
let material = materials.get(&*material_handle).unwrap().clone();
|
|
*material_handle = materials.add(material);
|
|
} else {
|
|
set.insert(material_handle.id());
|
|
}
|
|
*ran = true;
|
|
}
|
|
}
|