mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-24 00:24:11 +00:00
56763879b1
* includes components, registry export & blueprints * overhauled settings / config to match the new structure * keeping the different sub plugins for now * cleaned up some of the internals of the blueprints code * related tweaks & cleanups * added events to blueprints : for when assets have been loaded & when a blueprint has been spawned (wip) * various experiments with blueprints * updated testing to make use of new crate & logic
75 lines
2.2 KiB
Rust
75 lines
2.2 KiB
Rust
pub mod utils;
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pub use utils::*;
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pub mod ronstring_to_reflect_component;
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pub use ronstring_to_reflect_component::*;
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pub mod process_gltfs;
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pub use process_gltfs::*;
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pub mod blender_settings;
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use bevy::{
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ecs::{component::Component, reflect::ReflectComponent, system::Resource},
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prelude::{App, IntoSystemConfigs, Plugin, SystemSet, Update},
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reflect::Reflect,
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};
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/// A Bevy plugin for extracting components from gltf files and automatically adding them to the relevant entities
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/// It will automatically run every time you load a gltf file
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/// Add this plugin to your Bevy app to get access to this feature
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/// ```
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/// # use bevy::prelude::*;
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/// # use bevy::gltf::*;
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/// # use bevy_gltf_components::ComponentsFromGltfPlugin;
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///
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/// //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
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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(ComponentsFromGltfPlugin)
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/// .add_system(spawn_level)
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/// .run();
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/// }
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///
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/// fn spawn_level(
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/// asset_server: Res<AssetServer>,
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/// mut commands: bevy::prelude::Commands,
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/// keycode: Res<Input<KeyCode>>,
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/// ){
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/// if keycode.just_pressed(KeyCode::Return) {
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/// commands.spawn(SceneBundle {
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/// scene: asset_server.load("basic/models/level1.glb"),
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/// transform: Transform::from_xyz(2.0, 0.0, -5.0),
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/// ..Default::default()
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/// });
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/// }
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///}
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/// ```
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/// this is a flag component to tag a processed gltf, to avoid processing things multiple times
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct GltfProcessed;
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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/// systemset to order your systems after the component injection when needed
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pub enum GltfComponentsSet {
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Injection,
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}
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#[derive(Default)]
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pub struct ComponentsFromGltfPlugin {}
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impl Plugin for ComponentsFromGltfPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(blender_settings::plugin)
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.register_type::<GltfProcessed>()
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.add_systems(
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Update,
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(add_components_from_gltf_extras).in_set(GltfComponentsSet::Injection),
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);
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}
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}
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