mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 13:32:32 +00:00
c326a11243
* updated logic to account for bevy 0.14 changes (animation graph, transitions component etc) * added back & updated per blueprint animation example to the testing project * updated matching blend file with new style components * spawnHere => spawnBlueprint * added back tagging of Blueprint contents with "InBlueprint" / noInBlueprint * overall cleanup pass (wip)
333 lines
12 KiB
Markdown
333 lines
12 KiB
Markdown
[![Crates.io](https://img.shields.io/crates/v/blenvy)](https://crates.io/crates/blenvy)
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[![Docs](https://img.shields.io/docsrs/blenvy)](https://docs.rs/blenvy/latest/blenvy/)
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[![License](https://img.shields.io/crates/l/blenvy)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/blenvy/License.md)
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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)
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# blenvy
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this crate adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
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* Allows you to create lightweight levels, where all assets are different gltf files and loaded after the main level is loaded
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* Allows you to spawn different entities from gtlf files at runtime in a clean manner, including simplified animation support !
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A blueprint is a set of **overrideable** components + a hierarchy: ie
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* just a Gltf file with Gltf_extras specifying components
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* a component called BlueprintInfo
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Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the Blender add-on that do a lot of the work for you
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- [blenvy](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy)
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## Usage
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Here's a minimal usage example:
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```toml
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# Cargo.toml
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[dependencies]
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bevy="0.14"
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blenvy = { version = "0.1.0"}
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```
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```rust no_run
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use bevy::prelude::*;
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use blenvy::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(BlenvyPlugin)
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.run();
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}
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// not shown here: any other setup that is not specific to blueprints
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fn spawn_blueprint(
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mut commands: Commands,
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keycode: Res<Input<KeyCode>>,
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){
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if keycode.just_pressed(KeyCode::S) {
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let new_entity = commands.spawn((
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BlueprintInfo(name: "Health_Pickup".to_string(), path:""), // mandatory !!
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SpawnBlueprint, // mandatory !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
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// any other component you want to insert
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));
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}
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}
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```
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## Installation
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Add the following to your `[dependencies]` section in `Cargo.toml`:
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```toml
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blenvy = "0.1.0"
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```
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Or use `cargo add`:
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```toml
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cargo add blenvy
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```
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## Setup
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```rust no_run
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use bevy::prelude::*;
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use blenvy::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(BlenvyPlugin)
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.run();
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}
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```
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you may want to configure your "library"/"blueprints" settings:
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```rust no_run
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use bevy::prelude::*;
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use blenvy::*;
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fn main() {
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App::new()
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.add_plugins((
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BlenvyPlugin{
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aabbs: true, // defaults to false, enable this to automatically calculate aabb for the scene/blueprint
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..Default::default()
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}
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))
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.run();
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}
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```
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## Spawning entities from blueprints
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You can spawn entities from blueprints like this:
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```rust no_run
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()), // mandatory !!
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SpawnBlueprint, // mandatory !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
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// any other component you want to insert
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))
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```
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Once spawning of the actual entity is done, the spawned Blueprint will be *gone/merged* with the contents of Blueprint !
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> Important :
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you can **add** or **override** components present inside your Blueprint when spawning the BluePrint itself: ie
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### Adding components not specified inside the blueprint
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you can just add any additional components you need when spawning :
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```rust no_run
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()),
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SpawnBlueprint,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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// from Rapier/bevy_xpbd: this means the entity will also have a velocity component when inserted into the world
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Velocity {
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linvel: Vec3::new(vel_x, vel_y, vel_z),
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angvel: Vec3::new(0.0, 0.0, 0.0),
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},
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))
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```
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### Overriding components specified inside the blueprint
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any component you specify when spawning the Blueprint that is also specified **within** the Blueprint will **override** that component in the final spawned entity
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for example
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```rust no_run
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()),
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SpawnBlueprint,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
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))
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```
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### BluePrintBundle
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There is also a ```BluePrintBundle``` for convenience , which just has
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* a ```BlueprintInfo``` component
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* a ```SpawnBlueprint``` component
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## Additional information
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- When a blueprint is spawned, all its children entities (and nested children etc) also have an ```InBlueprint``` component that gets insert
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- In cases where that is undesirable, you can add a ```NoInBlueprint``` component on the entity you spawn the blueprint with, and the components above will not be add
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- if you want to overwrite the **path** where this crate looks for blueprints (gltf files) , you can add a ```Library``` component , and that will be used instead of the default path
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ie :
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```rust no_run
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commands
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.spawn((
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Name::from("test"),
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BluePrintBundle {
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blueprint: BlueprintInfo("TestBlueprint".to_string()),
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..Default::default()
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},
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Library("models".into()) // now the path to the blueprint above will be /assets/models/TestBlueprint.glb
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))
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```
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- this crate also provides a special optional ```GameWorldTag``` component: this is useful when you want to keep all your spawned entities inside a root entity
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You can use it in your queries to add your entities as children of this "world"
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This way all your levels, your dynamic entities etc, are kept seperated from UI nodes & other entities that are not relevant to the game world
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> Note: you should only have a SINGLE entity tagged with that component !
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```rust no_run
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commands.spawn((
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SceneBundle {
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scene: models
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.get(game_assets.world.id())
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.expect("main level should have been loaded")
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.scenes[0]
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.clone(),
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..default()
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},
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bevy::prelude::Name::from("world"),
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GameWorldTag, // here it is
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));
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```
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## SystemSet
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the ordering of systems is very important !
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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,
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so ```blenvy``` provides a **SystemSet** for that purpose: ```GltfBlueprintsSet```
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Typically , the order of systems should be
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***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***blenvy (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic for how to set it up correctly
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## Animation
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```blenvy``` provides some lightweight helpers to deal with animations stored in gltf files
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* an ```Animations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations contained inside that entity/gltf file .
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(this is a copy of the ```named_animations``` inside Bevy's gltf structures )
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* an ```AnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to trigger/ control animations than it usually is inside Bevy + Gltf files
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The workflow for animations is as follows:
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* create a gltf file with animations (using Blender & co) as you would normally do
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* inside Bevy, use the ```blenvy``` boilerplate (see sections above), no specific setup beyond that is required
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* to control the animation of an entity, you need to query for entities that have both ```AnimationPlayerLink``` and ```Animations``` components (added by ```blenvy```) AND entities with the ```AnimationPlayer``` component
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For example:
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```rust no_run
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// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
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pub fn animation_change_on_proximity_foxes(
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players: Query<&GlobalTransform, With<Player>>,
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animated_foxes: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations ), With<Fox>>,
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mut animation_players: Query<&mut AnimationPlayer>,
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){
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for player_transforms in players.iter() {
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for (fox_tranforms, link, animations) in animated_foxes.iter() {
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let distance = player_transforms
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.translation()
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.distance(fox_tranforms.translation());
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let mut anim_name = "Walk";
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if distance < 8.5 {
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anim_name = "Run";
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}
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else if distance >= 8.5 && distance < 10.0{
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anim_name = "Walk";
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}
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else if distance >= 10.0 && distance < 15.0{
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anim_name = "Survey";
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}
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// now play the animation based on the chosen animation name
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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animation_player.play_with_transition(
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animations.named_animations.get(anim_name).expect("animation name should be in the list").clone(),
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Duration::from_secs(3)
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).repeat();
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}
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}
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}
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```
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation for how to set it up correctly
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particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation/game/in_game.rs
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## Materials
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You have the option of using "material libraries" to share common textures/materials between blueprints, in order to avoid asset & memory bloat:
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Ie for example without this option, 56 different blueprints using the same material with a large texture would lead to the material/texture being embeded
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56 times !!
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you can configure this with the settings:
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```rust
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material_library: true // defaults to false, enable this to enable automatic injection of materials from material library files
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```
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> Important! you must take care of preloading your material librairy gltf files in advance, using for example ```bevy_asset_loader```since
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```blenvy``` currently does NOT take care of loading those at runtime
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/materials for how to set it up correctly
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Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export)
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## Examples
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic_xpbd_physics
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/materials
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/multiple_levels_multiple_blendfiles
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## Compatible Bevy versions
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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).
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Compatibility of `blenvy` versions:
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| `blenvy` | `bevy` |
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| :-- | :-- |
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| `0.1 - 0.2` | `0.14` |
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| branch `main` | `0.14` |
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| branch `bevy_main` | `main` |
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## License
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This crate, all its code, contents & assets is Dual-licensed under either of
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- Apache License, Version 2.0, ([LICENSE-APACHE](./LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0)
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- MIT license ([LICENSE-MIT](./LICENSE_MIT.md) or https://opensource.org/licenses/MIT) |