mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 20:00:53 +00:00
327 lines
13 KiB
Markdown
327 lines
13 KiB
Markdown
[![Crates.io](https://img.shields.io/crates/v/blenvy)](https://crates.io/crates/blenvy)
|
|
[![Docs](https://img.shields.io/docsrs/blenvy)](https://docs.rs/blenvy/latest/blenvy/)
|
|
[![License](https://img.shields.io/crates/l/blenvy)](https://github.com/kaosat-dev/Blenvy/blob/main/crates/blenvy/License.md)
|
|
[![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)
|
|
|
|
# blenvy
|
|
|
|
This crate allows you to
|
|
- define [Bevy](https://bevyengine.org/) components direclty inside gltf files and instanciate the components on the Bevy side.
|
|
- define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
|
|
* Allows you to create lightweight levels, where all assets are different gltf files and loaded after the main level is loaded
|
|
* Allows you to spawn different entities from gtlf files at runtime in a clean manner, including simplified animation support !
|
|
|
|
A blueprint is a set of **overrideable** components + a hierarchy: ie
|
|
|
|
* just a Gltf file with Gltf_extras specifying components
|
|
* a component called BlueprintInfo
|
|
|
|
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
|
|
- [blenvy](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy)
|
|
- allows you to create a Json export of all your components/ registered types.
|
|
Its main use case is as a backbone for the [```blenvy``` Blender add-on](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy), that allows you to add & edit components directly in Blender, using the actual type definitions from Bevy
|
|
(and any of your custom types & components that you register in Bevy).
|
|
- adds the ability to easilly **save** and **load** your game worlds for [Bevy](https://bevyengine.org/) .
|
|
|
|
* leverages blueprints & seperation between
|
|
* **dynamic** entities : entities that can change during the lifetime of your app/game
|
|
* **static** entities : entities that do NOT change (typically, a part of your levels/ environements)
|
|
* and allows allow for :
|
|
* a simple save/load workflow thanks to the above
|
|
* ability to specify **which entities** to save or to exclude
|
|
* ability to specify **which components** to save or to exclude
|
|
* ability to specify **which resources** to save or to exclude
|
|
* small(er) save files (only a portion of the entities is saved)
|
|
|
|
Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy) that does a lot of the work for you (including spliting generating seperate gltf files for your static vs dynamic assets)
|
|
|
|
## Usage
|
|
|
|
Here's a minimal usage example:
|
|
|
|
```toml
|
|
# Cargo.toml
|
|
[dependencies]
|
|
bevy="0.14"
|
|
blenvy = { version = "0.1.0-alpha.1"}
|
|
|
|
```
|
|
|
|
```rust no_run
|
|
use bevy::prelude::*;
|
|
use blenvy::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_plugins(BlenvyPlugin::default())
|
|
|
|
.add_systems(Startup, setup_game)
|
|
.add_systems(Update, spawn_blueprint_instance)
|
|
.run();
|
|
}
|
|
|
|
|
|
// this is how you setup & spawn a level from a blueprint
|
|
fn setup_game(
|
|
mut commands: Commands,
|
|
) {
|
|
|
|
// here we spawn our game world/level, which is also a blueprint !
|
|
commands.spawn((
|
|
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
|
|
SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
|
|
HideUntilReady, // only reveal the level once it is ready
|
|
GameWorldTag,
|
|
));
|
|
}
|
|
|
|
fn spawn_blueprint_instance(
|
|
mut commands: Commands,
|
|
keycode: Res<ButtonInput<KeyCode>>,
|
|
){
|
|
if keycode.just_pressed(KeyCode::KeyS) {
|
|
let new_entity = commands.spawn((
|
|
BlueprintInfo::from_path("spawnable.glb"), // mandatory !!
|
|
SpawnBlueprint, // mandatory !!
|
|
TransformBundle::from_transform(Transform::from_xyz(0.0, 2.0, 0.2)), // VERY important !!
|
|
// any other component you want to insert
|
|
));
|
|
}
|
|
}
|
|
```
|
|
|
|
## Installation
|
|
|
|
Add the following to your `[dependencies]` section in `Cargo.toml`:
|
|
|
|
```toml
|
|
blenvy = "0.1.0-alpha.1"
|
|
```
|
|
|
|
Or use `cargo add`:
|
|
|
|
```toml
|
|
cargo add blenvy
|
|
```
|
|
|
|
## Setup
|
|
|
|
```rust no_run
|
|
use bevy::prelude::*;
|
|
use blenvy::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_plugin(BlenvyPlugin::default())
|
|
.run();
|
|
}
|
|
|
|
```
|
|
|
|
you may want to configure your settings:
|
|
|
|
```rust no_run
|
|
use bevy::prelude::*;
|
|
use blenvy::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
BlenvyPlugin{
|
|
aabbs: true, // defaults to false, enable this to automatically calculate aabb for the scene/blueprint
|
|
..Default::default()
|
|
}
|
|
))
|
|
.run();
|
|
}
|
|
|
|
```
|
|
|
|
## Spawning entities from blueprints
|
|
|
|
You can spawn entities from blueprints like this:
|
|
```rust no_run
|
|
commands.spawn((
|
|
BlueprintInfo::from_path("Health_Pickup.glb"), // mandatory !!
|
|
// or the alterive: BlueprintInfo{name:"health pickup1".into(), path:"Health_Pickup.glb".into()}
|
|
SpawnBlueprint, // mandatory !!
|
|
|
|
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
|
|
// any other component you want to insert
|
|
))
|
|
|
|
```
|
|
|
|
Once spawning of the actual entity is done, the contents (components, children etc) of the Blueprint will have been merged with those of the entity itself.
|
|
|
|
> 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 :
|
|
|
|
```rust no_run
|
|
commands.spawn((
|
|
BlueprintInfo::from_path("Health_Pickup.glb"),
|
|
SpawnBlueprint,
|
|
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
|
|
```rust no_run
|
|
commands.spawn((
|
|
BlueprintInfo::from_path("Health_Pickup.glb"),
|
|
SpawnBlueprint,
|
|
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 ```BluePrintBundle``` for convenience , which just has
|
|
* a ```BlueprintInfo``` component
|
|
* a ```SpawnBlueprint``` component
|
|
|
|
## Additional information
|
|
|
|
- When a blueprint is spawned, an ```FromBlueprint``` component is inserted into all its children entities (and nested children etc)
|
|
- 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
|
|
|
|
You can use it in your queries to add your entities as children of this "world"
|
|
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
|
|
|
|
> Note: you should only have a SINGLE entity tagged with that component !
|
|
|
|
```rust no_run
|
|
commands.spawn((
|
|
BlueprintInfo::from_path("levels/World.glb"),
|
|
SpawnBlueprint,
|
|
HideUntilReady,
|
|
GameWorldTag, // here it is
|
|
));
|
|
```
|
|
|
|
|
|
## Registry
|
|
|
|
Blenvy automatically exports a Json file containing of all your registered components/ types, in order to create UIs that allows you to add & edit your components directly in Blender in the [Blenvy](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy) Blender add-on
|
|
- The output file will be generated in the ```Startup``` schedule whenever you run your app.
|
|
- Every time you compile & run your app, the output json file will be updated.
|
|
|
|
## Materials
|
|
|
|
Ff you enable it on the blender side, Blenvy will be using "material libraries" to share common textures/materials between blueprints, in order to avoid asset & memory bloat:
|
|
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
|
|
56 times !!
|
|
|
|
Generating optimised blueprints and material libraries can be automated using the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy)
|
|
|
|
## Animation
|
|
|
|
```blenvy``` provides some lightweight helpers to deal with animations stored in gltf files
|
|
|
|
It has both support for blueprint level animations (shared by all blueprint instance of the same blueprint)
|
|
|
|
* an ```BlueprintAnimations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations contained inside that entity/gltf file .
|
|
* an ```BlueprintAnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to find Bevy's ```AnimationPlayer``` and ```AnimationTransitions``` components
|
|
|
|
And instance level animations (specific to one instance)
|
|
|
|
* an ```InstanceAnimations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations **specific to that instance** .
|
|
* an ```InstanceAnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to find Bevy's ```AnimationPlayer``` and ```AnimationTransitions``` components for the animations above
|
|
|
|
|
|
The workflow for animations is as follows:
|
|
* create a gltf file with animations (using Blender & co) as you would normally do
|
|
* inside Bevy, use the ```blenvy``` boilerplate (see sections above), no specific setup beyond that is required
|
|
* to control the animation of an entity, you need to query for entities that have both ```BlueprintAnimationPlayerLink``` and ```BlueprintAnimations``` components (added by ```blenvy```) AND entities with the ```AnimationPlayer``` component
|
|
|
|
For example (blueprint animations):
|
|
|
|
```rust no_run
|
|
pub fn trigger_blueprint_animations(
|
|
animated_foxes: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Fox>>,
|
|
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
|
|
keycode: Res<ButtonInput<KeyCode>>,
|
|
){
|
|
if keycode.just_pressed(KeyCode::KeyW) {
|
|
for (link, animations) in animated_foxes.iter() {
|
|
let (mut animation_player, mut animation_transitions) =
|
|
animation_players.get_mut(link.0).unwrap();
|
|
|
|
let anim_name = "Walk";
|
|
animation_transitions
|
|
.play(
|
|
&mut animation_player,
|
|
animations
|
|
.named_indices
|
|
.get(anim_name)
|
|
.expect("animation name should be in the list")
|
|
.clone(),
|
|
Duration::from_secs(5),
|
|
)
|
|
.repeat();
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation for how to set it up correctly
|
|
|
|
|
|
## Additional features
|
|
|
|
this crate also includes automatic handling of lights in gltf files, to attempt to match Blender's eevee rendering as close as possible:
|
|
* **BlenderLightShadows** (automatically generated by the gltf_auto_export Blender add-on) allows you to toggle light's shadows on/off in Blender and have matching
|
|
behaviour in Bevy
|
|
* **BlenderBackgroundShader** aka background color is also automatically set on the Bevy side
|
|
* **BlenderShadowSettings** sets the cascade_size on the bevy side to match the one configured in Blender
|
|
|
|
|
|
|
|
## Examples
|
|
|
|
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/components
|
|
|
|
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/blueprints
|
|
|
|
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation
|
|
|
|
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/save_load
|
|
|
|
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/demo (a full fledged demo)
|
|
|
|
|
|
## 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 `blenvy` versions:
|
|
| `blenvy` | `bevy` |
|
|
| :-- | :-- |
|
|
| `0.1.0-alpha.1` | `0.14` |
|
|
| branch `main` | `0.14` |
|
|
| branch `bevy_main` | `main` |
|
|
|
|
|
|
## License
|
|
|
|
This crate, all its code, contents & assets is Dual-licensed under either of
|
|
|
|
- Apache License, Version 2.0, ([LICENSE-APACHE](./LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0)
|
|
- MIT license ([LICENSE-MIT](./LICENSE_MIT.md) or https://opensource.org/licenses/MIT) |