Blender_bevy_components_wor.../examples/bevy_gltf_blueprints/basic
Mark Moissette 09915f521d
chore(Bevy): Update to bevy 0.13 (#136)
* chore(crates): updated crates to Bevy 0.13
   * updated deps
   * updated / changed code where relevant
   * updated README files
   * bumped version numbers for upcoming release
   * updated rust-toolchain
   * updated assets where relevant
   * closes #132 
* feat(bevy_gltf_components): 
  * added GltfProcessed flag component to improve performance of iteration over added<gltfExtras>
  * closes #144 
  * light & shadow processing is now integrated,  to match  lights coming from Blender: you can now control whether 
  lights cast shadows, the cascade resolution , background color etc  from Blender
   * closes #155 

* feat(bevy_registry_export): added boilerplate to make registry path relative to assets folder 
  * closes #137 
* feat(tools): added boilerplate for internal tools
   * clean zip file generator for blender add-on releases
   * example gltf file generator
* feat(lighting): added components, exporter support & testing for blender-configurable shadows
   * added BlenderLightShadows component to bevy_gltf_components
   * added writing shadow information to gltf_auto_export
   * updated tests
   * closes #157 

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-03-04 22:16:31 +01:00
..
assets chore(Bevy): Update to bevy 0.13 (#136) 2024-03-04 22:16:31 +01:00
src chore(Bevy): Update to bevy 0.13 (#136) 2024-03-04 22:16:31 +01:00
Cargo.toml chore(Bevy): Update to bevy 0.13 (#136) 2024-03-04 22:16:31 +01:00
README.md chore(): cleanup & simplification pass (#122) 2024-02-07 14:07:17 +01:00
index.html chore(): cleanup & simplification pass (#122) 2024-02-07 14:07:17 +01:00

README.md

Basic physics example/demo

This example showcases various components & blueprints extracted from the gltf files, including physics colliders & rigid bodies

Notes Workflow with blender / demo information

This example, is actually closer to a boilerplate + tooling showcases how to use a minimalistic Blender (gltf) centric workflow for Bevy, ie defining entites & their components inside Blender using Blender's objects custom properties. Aka "Blender as editor for Bevy"

It also allows you to setup 'blueprints' in Blender by using collections (the recomended way to go most of the time), or directly on single use objects .

Running this example

cargo run --features bevy/dynamic_linking

Wasm instructions

Setup

as per the bevy documentation:

rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli

Building this example

navigate to the current folder , and then

cargo build --release --target wasm32-unknown-unknown --target-dir ./target
wasm-bindgen --out-name wasm_example \
  --out-dir ./target/wasm \
  --target web target/wasm32-unknown-unknown/release/bevy_gltf_blueprints_basic_wasm_example.wasm

Running this example

run a web server in the current folder, and navigate to the page, you should see the example in your browser

Additional notes

  • You usually define either the Components directly or use Proxy components that get replaced in Bevy systems with the actual Components that you want (usually when for some reason, ie external crates with unregistered components etc) you cannot use the components directly.
  • this example contains code for future features, not finished yet ! please disregard anything related to saving & loading