Blender_bevy_components_wor.../crates/bevy_gltf_blueprints
Mark Moissette 0cd7d5d53b
chore(): minor tweaks (#8)
* relaxed bevy version requirements to work with all v0.11.xx versions & the dependency between blueprints & components crate
* bevy_gltf_blueprints: added a more clear warning message for the random timing/ no children in scene issue
* docs(crates): modified the install instruction to be patch version agnostic
2023-09-29 12:59:07 +02:00
..
src chore(): minor tweaks (#8) 2023-09-29 12:59:07 +02:00
Cargo.toml chore(): minor tweaks (#8) 2023-09-29 12:59:07 +02:00
LICENSE.md fix(): various Fixes and tweaks (#7) 2023-09-28 16:53:21 +02:00
LICENSE_APACHE.md feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
LICENSE_MIT.md feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
README.md chore(): minor tweaks (#8) 2023-09-29 12:59:07 +02:00

README.md

Crates.io Docs License Bevy tracking

bevy_gltf_blueprints

Built upon bevy_gltf_components this crate adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy.

A blueprint is a set of overrideable components + a hierarchy: ie

* just a Gltf file with Gltf_extras specifying components 
* a component called BlueprintName

Particularly useful when using Blender as an editor for the Bevy game engine, combined with the Blender plugin that does a lot of the work for you

Usage

Here's a minimal usage example:

# Cargo.toml
[dependencies]
bevy="0.11"
bevy_gltf_blueprints = { version = "0.1"} 

use bevy::prelude::*;
use bevy_gltf_blueprints::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugin(BlueprintsPlugin)

        .run();
}

// not shown here: any other setup that is not specific to blueprints

fn spawn_blueprint(
    mut commands: Commands,
    keycode: Res<Input<KeyCode>>,
){
    if keycode.just_pressed(KeyCode::S) {
        let new_entity = commands.spawn((
            BlueprintName("Health_Pickup".to_string()), // mandatory !!
            SpawnHere, // mandatory !!
            TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
            // any other component you want to insert
        ));
    }
}

Installation

Add the following to your [dependencies] section in Cargo.toml:

bevy_gltf_blueprints = "0.1"

Or use cargo add:

cargo add bevy_gltf_blueprints

Setup

use bevy::prelude::*;
use bevy_gltf_blueprints::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugin(BlueprintsPlugin)

        .run();
}

you may want to configure your "library"/"blueprints" path: (defaults to assets/models/library) so the plugin know where to look for the blueprint files

use bevy::prelude::*;
use bevy_gltf_blueprints::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugin(
             BlueprintsPlugin{
              library_folder: "advanced/models/library".into() // replace this with your blueprints library path , relative to the assets folder
            }
        )
        .run();
}

Spawning entities from blueprints

You can spawn entities from blueprints like this:

commands.spawn((
    BlueprintName("Health_Pickup".to_string()), // mandatory !!
    SpawnHere, // mandatory !!
    TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
    // any other component you want to insert
))

Once spawning of the actual entity is done, the spawned Blueprint will be gone/merged with the contents of Blueprint !

Important : you can add or override components present inside your Blueprint when spawning the BluePrint itself: ie

Adding components not specified inside the blueprint

you can just add any additional components you need when spawning :

commands.spawn((
    BlueprintName("Health_Pickup".to_string()),
    SpawnHere,
    TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
    // from Rapier/bevy_xpbd: this means the entity will also have a velocity component when inserted into the world
    Velocity {
        linvel: Vec3::new(vel_x, vel_y, vel_z),
        angvel: Vec3::new(0.0, 0.0, 0.0),
      },
))

Overriding components specified inside the blueprint

any component you specify when spawning the Blueprint that is also specified within the Blueprint will override that component in the final spawned entity

for example

commands.spawn((
    BlueprintName("Health_Pickup".to_string()),
    SpawnHere,
    TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
    HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
))

BluePrintBundle

There is also a bundle for convenience , which just has

  • a BlueprintName component
  • a SpawnHere component
  • a TransformBundle sub-bundle (so we know where to spawn)

BluePrintBundle

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 Blueprint based spawning,

so bevy_gltf_blueprints provides a SystemSet for that purpose:GltfBlueprintsSet

Typically , the order of systems should be

bevy_gltf_components (GltfComponentsSet::Injection) => bevy_gltf_blueprints (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn) => replace_proxies

see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/advanced for how to set it up correctly

Examples

https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/advanced

License

This crate, all its code, contents & assets is Dual-licensed under either of