Commit Graph

9 Commits

Author SHA1 Message Date
Mark Moissette
6047959b3f
feat(nested_blueprints): added support for nested blueprints both in bevy_gltf_blueprints & in gltf_auto_export (#65)
* feat(bevy_gltf_blueprints): 
  * added support for nested blueprints
  * added example/test for nested blueprints with multiple levels of nesting
* feat(tools/gltf_auto_export): 
  * implemented functionality to export nested blueprints/collection instances
  * added add prefs to control nested blueprints export
  * experiments with nested blueprints merge modes
  * when exporting of nested blueprints is disabled, will not scan for nested blueprints
and thus no export them
* docs(): updated docs & added images for nested blueprints support
2023-12-22 00:37:52 +01:00
Mark Moissette
0aead0853c
feat(scene components) : added scene components to control ambient, bloom etc from Blender(#76)
* feat(tools):  scene component injection & export
 - ambient light, shadowmap resolution, bloom intensity, ambient occlusion are now directly settable from scene components that are injected automatically in the scene 
 - relaxed requirements for changes(aka when to export gltf) for main scenes,
so that render , background etc changes also trigger a save
 - added scene components examples
 - added additional proxies &  handling for camera & lights
 - in relevant cases, made sure that entity specific components are not overridden by scene components
 - added option to toggle scene level exports of params/ components
 - ambient colour/ intensity is now also set as background/clear colour
  - updated docs
2023-12-17 15:31:25 +01:00
Mark Moissette
e1aa510457
feat(materials): Materials libraries tooling & bevy code for material/texture reuse (#71)
* updates both gltf_auto_export & bevy_gltf_blueprints to avoid duplicating common materials across blueprints
* feat(tools/gltf_auto_export): added materials library export !
 * export all materials in use by blueprints to a separate temporary scene with cubes (for now)
   with the materials assigned
 * injecting MaterialInfo components to each blueprint above with Material name + library name
 * generated gltf is named based on the project/blend file, so multiple blend file projects
   can each have their own material libraries
 * added preferences & ui & handling to be able to toggle material library exports
* feat(bevy_gltf_blueprints): added support for materials library!
 * material injection (toggleable via the plugin configuration)
 * added example
 * added materials library + texture files + updated assets
 * added physics debug toggling
* updated documentation
* closes #63
2023-12-12 13:21:53 +01:00
Shawn Workman
269a211e1e
fix(bevy_gltf_blueprints): fixed main_menu handling in examples
* restrict main_menu system to only run in AppState::MenuRunning 
* this is desired because hitting enter once we transition to AppState::AppRunning pressing enter will still trigger keycode.just_pressed in main_menu and set state to AppState::AppLoading and crash the game when it tries to create another scene, camera, etc...
2023-11-30 23:11:09 +01:00
Mark Moissette
9a765d5e12
feat(bevy_gltf_blueprints): added ability to generate blueprint/scene aabbs automatically (#57)
* settable via a config flag & systems won't run if the flag is not set
 * caches aabbs per blueprint name so they do not need to be recomputed multiple time for the same blueprint
 * closes #56
2023-11-25 02:35:48 +01:00
Mark Moissette
8e67f76d28
feat(bevy_gltf_blueprints): added ability to also load gltf files, not just glb (#55)
* settable via a new field in the plugin configuration
 * updated examples & README
* closes #55
2023-11-24 12:30:47 +01:00
Mark Moissette
76f6a45fc4
feat(examples): added basics of multi-level example (#46)
* added basic assets & logic for scene switching upon reaching a trigger zone ! Works !
 * added toggling of physics debug
 * added handling of nested colliders for LevelTransitions
 * fix/ addition for point light intensity scaling & shadows
 * closes #40
2023-11-14 13:24:59 +01:00
Mark Moissette
66a3d71fe1
feat(examples): added basic_xpbd_physics example (#45)
* feat(examples): added basic_xpbd_physics example
 * adapted code from rapier physics
 * updated blend file & exported gltf files
 * changes & tweaks to cargo files so the examples are scanned as they should be
 * various minor tweaks
2023-11-13 16:16:31 +01:00
Mark Moissette
32d01eb48f
refactor(examples): restructure examples (#44)
* refactor(examples): moved examples into more logic folders & changed to allow for per example dependencies
* chore(): updated docs, added docs, updated deps , cargo files etc
2023-11-13 14:36:42 +01:00