Blender_bevy_components_wor.../crates/bevy_gltf_components
kaosat.dev 68bb7ed4cc 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
2024-03-04 15:16:11 +01:00
..
src feat(lighting): added components, exporter support & testing for blender-configurable shadows 2024-03-04 15:16:11 +01:00
Cargo.toml Merge branch 'light-processing' of github.com:janhohenheim/Blender_bevy_components_workflow into janhohenheim-light-processing 2024-03-04 11:12:43 +01:00
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 Merge branch 'main' of github.com:kaosat-dev/Blender_bevy_components_worklflow into bevy_main 2024-03-04 09:09:13 +01:00

README.md

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="0.13"
bevy_gltf_components = { version = "0.5"} 

//too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic for a real example
 fn main() {
    App::new()
         .add_plugins(DefaultPlugins)
         .add_plugin(ComponentsFromGltfPlugin::default())
         .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()
 });
 }
}

Installation

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

bevy_gltf_components = "0.5"

Or use cargo add:

cargo add bevy_gltf_components

Configuration

starting with version 0.3, this plugin is configurable Use the default configuration:

ComponentsFromGltfPlugin::default()

Or disable the legacy mode: (enabled by default)

ComponentsFromGltfPlugin{legacy_mode: false}

You need to disable legacy mode if you want to use the bevy_components Blender addon + the bevy_registry_export crate ! As it create custom properties that are writen in real ron file format instead of a simplified version (the one in the legacy mode)

Note: the legacy mode support will be dropped in future versions, and the default behaviour will be NO legacy mode

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_workflow/tree/main/examples/basic

Compatible Bevy versions

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).

Compatibility of bevy_gltf_components versions:

bevy_gltf_components bevy
0.5 0.13
0.2 - 0.4 0.12
0.1 0.11
branch main 0.13
branch bevy_main main

License

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