Blender_bevy_components_wor.../crates/bevy_gltf_components/README.md

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feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
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[![Crates.io](https://img.shields.io/crates/v/bevy_gltf_components)](https://crates.io/crates/bevy_gltf_components)
[![Docs](https://img.shields.io/docsrs/bevy_gltf_components)](https://docs.rs/bevy_gltf_components/latest/bevy_gltf_components/)
[![License](https://img.shields.io/crates/l/bevy_gltf_components)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/bevy_gltf_components/License.md)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
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[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
# bevy_gltf_components
This crate allows you to define [Bevy](https://bevyengine.org/) components direclty inside gltf files and instanciate the components on the Bevy side.
## Usage
***important*** : the plugin for processing gltf files runs in ***update*** , so you cannot use the components directly if you spawn your scene from gltf in ***setup*** (the additional components will not show up)
Please see the
* [example](https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic)
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
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* or use [```bevy_asset_loader```](https://github.com/NiklasEi/bevy_asset_loader) for a reliable workflow.
* alternatively, use the [```bevy_gltf_blueprints```](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/bevy_gltf_blueprints) crate, build on this crate's features,
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
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that allows you to directly spawn entities from gltf based blueprints.
Here's a minimal usage example:
```toml
# Cargo.toml
[dependencies]
bevy="0.12"
bevy_gltf_components = { version = "0.2"}
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
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```
```rust no_run
//too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic for a real example
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ComponentsFromGltfPlugin)
.add_system(spawn_level)
.run();
}
fn spawn_level(
asset_server: Res<AssetServer>,
mut commands: bevy::prelude::Commands,
keycode: Res<Input<KeyCode>>,
){
if keycode.just_pressed(KeyCode::Return) {
commands.spawn(SceneBundle {
scene: asset_server.load("basic/models/level1.glb#Scene0"),
transform: Transform::from_xyz(2.0, 0.0, -5.0),
..Default::default()
});
}
}
```
## Installation
Add the following to your `[dependencies]` section in `Cargo.toml`:
```toml
bevy_gltf_components = "0.2"
```
Or use `cargo add`:
```toml
cargo add bevy_gltf_components
```
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
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## SystemSet
the ordering of systems is very important !
For example to replace your proxy components (stand-in components when you cannot/ do not want to use real components in the gltf file) with actual ones,
which should happen **AFTER** the components from the gltf files have been injected,
so ```bevy_gltf_components``` provides a **SystemSet** for that purpose:[```GltfComponentsSet```](./src/lib.rs#46)
Typically , the order of systems should be
***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***replace_proxies***
## Examples
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/basic
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
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## Compatible Bevy versions
The main branch is compatible with the latest Bevy release, while the branch `bevy_main` tries to track the `main` branch of Bevy (PRs updating the tracked commit are welcome).
Compatibility of `bevy_gltf_components` versions:
| `bevy_gltf_components` | `bevy` |
| :-- | :-- |
| `0.2` | `0.12` |
| `0.1` | `0.11` |
| branch `main` | `0.12` |
| branch `bevy_main` | `main` |
feat(): Blueprints, crates, enhanced Blender tooling & more (#5) * feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
2023-09-28 12:10:45 +00:00
## License
This crate, all its code, contents & assets is Dual-licensed under either of
- Apache License, Version 2.0, ([LICENSE-APACHE](./LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0)
- MIT license ([LICENSE-MIT](./LICENSE_MIT.md) or https://opensource.org/licenses/MIT)