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use bevy::{ |
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audio::AudioPlugin, color::palettes, gltf::GltfMaterialName, prelude::*, |
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world_serialization::WorldInstanceReady, |
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}; |
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|
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fn main() { |
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App::new() |
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.add_plugins(DefaultPlugins.build().disable::<AudioPlugin>()) |
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.add_systems(Startup, setup_scene) |
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.add_observer(change_material) |
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.run(); |
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} |
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|
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#[derive(Component)] |
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struct ColorOverride(Color); |
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|
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fn setup_scene(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., 1., 2.5).looking_at(Vec3::new(0., 0.25, 0.), Dir3::Y), |
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)); |
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|
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commands.spawn(( |
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DirectionalLight::default(), |
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Transform::from_xyz(0., 1., 0.25).looking_at(Vec3::ZERO, Dir3::Y), |
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)); |
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|
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|
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let flight_helmet = asset_server |
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")); |
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|
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commands.spawn(WorldAssetRoot(flight_helmet.clone())); |
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|
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commands.spawn(( |
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WorldAssetRoot(flight_helmet.clone()), |
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Transform::from_xyz(-1.25, 0., 0.), |
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ColorOverride(palettes::tailwind::RED_300.into()), |
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)); |
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|
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commands.spawn(( |
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WorldAssetRoot(flight_helmet), |
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Transform::from_xyz(1.25, 0., 0.), |
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ColorOverride(palettes::tailwind::GREEN_300.into()), |
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)); |
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} |
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|
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fn change_material( |
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scene_ready: On<WorldInstanceReady>, |
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mut commands: Commands, |
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children: Query<&Children>, |
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color_override: Query<&ColorOverride>, |
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mesh_materials: Query<(&MeshMaterial3d<StandardMaterial>, &GltfMaterialName)>, |
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mut asset_materials: ResMut<Assets<StandardMaterial>>, |
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) { |
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info!("processing Scene Entity: {}", scene_ready.entity); |
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|
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|
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let Ok(color_override) = color_override.get(scene_ready.entity) else { |
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info!("{} does not have a color override", scene_ready.entity); |
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return; |
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}; |
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|
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|
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for descendant in children.iter_descendants(scene_ready.entity) { |
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let Ok((id, material_name)) = mesh_materials.get(descendant) else { |
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continue; |
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}; |
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|
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let Some(material) = asset_materials.get(id.id()) else { |
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continue; |
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}; |
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|
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match material_name.0.as_str() { |
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"LeatherPartsMat" => { |
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info!("editing LeatherPartsMat to use ColorOverride tint"); |
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|
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|
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let mut new_material = material.clone(); |
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new_material.base_color = color_override.0; |
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|
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commands |
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.entity(descendant) |
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.insert(MeshMaterial3d(asset_materials.add(new_material))); |
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} |
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name => { |
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info!("not replacing: {name}"); |
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} |
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} |
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} |
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} |