Showcases how to change the material of a Scene spawned from a Gltf
use bevy::{
audio::AudioPlugin, color::palettes, gltf::GltfMaterialName, prelude::*,
scene::SceneInstanceReady,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins.build().disable::<AudioPlugin>())
.add_systems(Startup, setup_scene)
.add_observer(change_material)
.run();
}
/// This is added to a [`SceneRoot`] and will cause the [`StandardMaterial::base_color`]
/// of all materials to be overwritten
#[derive(Component)]
struct ColorOverride(Color);
fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0., 1., 2.5).looking_at(Vec3::new(0., 0.25, 0.), Dir3::Y),
));
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(0., 1., 0.25).looking_at(Vec3::ZERO, Dir3::Y),
));
// FlightHelmet handle
let flight_helmet = asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
// This model will keep its original materials
commands.spawn(SceneRoot(flight_helmet.clone()));
// This model will be tinted red
commands.spawn((
SceneRoot(flight_helmet.clone()),
Transform::from_xyz(-1.25, 0., 0.),
ColorOverride(palettes::tailwind::RED_300.into()),
));
// This model will be tinted green
commands.spawn((
SceneRoot(flight_helmet),
Transform::from_xyz(1.25, 0., 0.),
ColorOverride(palettes::tailwind::GREEN_300.into()),
));
}
fn change_material(
scene_ready: On<SceneInstanceReady>,
mut commands: Commands,
children: Query<&Children>,
color_override: Query<&ColorOverride>,
mesh_materials: Query<(&MeshMaterial3d<StandardMaterial>, &GltfMaterialName)>,
mut asset_materials: ResMut<Assets<StandardMaterial>>,
) {
info!("processing Scene Entity: {}", scene_ready.entity);
// Iterate over all children recursively
for descendant in children.iter_descendants(scene_ready.entity) {
// Get the material id and name which were created from the glTF file information
let Ok((id, material_name)) = mesh_materials.get(descendant) else {
continue;
};
// Get the material of the descendant
let Some(material) = asset_materials.get_mut(id.id()) else {
continue;
};
// match on the material name, modifying the materials as necessary
match material_name.0.as_str() {
"LeatherPartsMat" => {
info!("editing LeatherPartsMat to use ColorOverride tint");
// Get the `ColorOverride` of the entity, if it does not have a color override, skip
let Ok(color_override) = color_override.get(scene_ready.entity) else {
continue;
};
// Create a copy of the material and override base color
// If you intend on creating multiple models with the same tint, it
// is best to cache the handle somewhere, as having multiple materials
// that are identical is expensive
let mut new_material = material.clone();
new_material.base_color = color_override.0;
// Override `MeshMaterial3d` with new material
commands
.entity(descendant)
.insert(MeshMaterial3d(asset_materials.add(new_material)));
}
name => {
info!("not replacing: {name}");
}
}
}
}