Blender_bevy_components_wor.../crates/bevy_gltf_components
Mark Moissette 528e13a250
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 14:10:45 +02:00
..
src feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
Cargo.toml feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
LICENCE.md feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +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 feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00

Crates.io Docs License Bevy tracking

bevy_gltf_components

This crate allows you to define Bevy 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

Here's a minimal usage example:

# Cargo.toml
[dependencies]
bevy="0.11.2"
bevy_gltf_components = { version = "0.1.0"} 

//too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_worklflow/examples/basic for a real example
 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()
 });
 }
}

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

Typically , the order of systems should be

bevy_gltf_components (GltfComponentsSet::Injection) => replace_proxies

Examples

https://github.com/kaosat-dev/Blender_bevy_components_worklflow/tree/main/examples/basic

License

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