Support Warning
WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples
here.
query_gltf_primitives.rs:
use std::f32::consts::PI;
use bevy::{gltf::GltfMaterialName, prelude::*, render::mesh::VertexAttributeValues};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, find_top_material_and_mesh)
.run();
}
fn find_top_material_and_mesh(
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
time: Res<Time>,
mat_query: Query<(
&MeshMaterial3d<StandardMaterial>,
&Mesh3d,
&GltfMaterialName,
)>,
) {
for (mat_handle, mesh_handle, name) in mat_query.iter() {
if name.0 == "Top" {
if let Some(material) = materials.get_mut(mat_handle) {
if let Color::Hsla(ref mut hsla) = material.base_color {
*hsla = hsla.rotate_hue(time.delta_secs() * 100.0);
} else {
material.base_color = Color::from(Hsla::hsl(0.0, 0.9, 0.7));
}
}
if let Some(mesh) = meshes.get_mut(mesh_handle) {
if let Some(VertexAttributeValues::Float32x3(positions)) =
mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
{
for position in positions {
*position = (
position[0],
1.5 + 0.5 * ops::sin(time.elapsed_secs() / 2.0),
position[2],
)
.into();
}
}
}
}
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(4.0, 4.0, 12.0).looking_at(Vec3::new(0.0, 0.0, 0.5), Vec3::Y),
));
commands.spawn((
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight::default(),
));
commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/GltfPrimitives/gltf_primitives.glb"),
)));
}