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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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|
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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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Camera3d::default(), |
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Transform::from_xyz(3.0, 1.0, 3.0).looking_at(Vec3::new(0.0, -0.5, 0.0), 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: 2_000.0, |
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..default() |
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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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|
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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(( |
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Mesh3d(cube.clone()), |
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MeshMaterial3d(materials.add(Color::from(hsla))), |
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Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)), |
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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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|
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fn animate_materials( |
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material_handles: Query<&MeshMaterial3d<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(mut material) = materials.get_mut(material_handle) |
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&& let Color::Hsla(ref mut hsla) = material.base_color |
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{ |
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*hsla = hsla.rotate_hue(time.delta_secs() * 100.0); |
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} |
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} |
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} |