bce6d43c50
* fixed bad default path for library * added missing ComponentsFromGltfPlugin which causes the blueprint plugin not to work as expected if ComponentsFromGltfPlugin is not added elsewhere * all info! calls are now debug! for a less spammy debugging experience * refactor(examples:advanced): * removed ComponentsFromGltfPlugin as that is now included directly in the blueprints plugin * moved all physics (rapier) related code to the core/physics module |
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.. | ||
src | ||
Cargo.toml | ||
LICENSE.md | ||
LICENSE_APACHE.md | ||
LICENSE_MIT.md | ||
README.md |
README.md
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)
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
- Apache License, Version 2.0, (LICENSE-APACHE or https://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or https://opensource.org/licenses/MIT)