Blender_bevy_components_wor.../crates/blenvy/src/components/mod.rs
kaosat.dev 56763879b1 feat(Blenvy): added an "all-in-one" (almost) Blenvy crate
* 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
2024-06-20 00:05:02 +02:00

75 lines
2.2 KiB
Rust

pub mod utils;
pub use utils::*;
pub mod ronstring_to_reflect_component;
pub use ronstring_to_reflect_component::*;
pub mod process_gltfs;
pub use process_gltfs::*;
pub mod blender_settings;
use bevy::{
ecs::{component::Component, reflect::ReflectComponent, system::Resource},
prelude::{App, IntoSystemConfigs, Plugin, SystemSet, Update},
reflect::Reflect,
};
/// A Bevy plugin for extracting components from gltf files and automatically adding them to the relevant entities
/// It will automatically run every time you load a gltf file
/// Add this plugin to your Bevy app to get access to this feature
/// ```
/// # use bevy::prelude::*;
/// # use bevy::gltf::*;
/// # use bevy_gltf_components::ComponentsFromGltfPlugin;
///
/// //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)
/// .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"),
/// transform: Transform::from_xyz(2.0, 0.0, -5.0),
/// ..Default::default()
/// });
/// }
///}
/// ```
/// this is a flag component to tag a processed gltf, to avoid processing things multiple times
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct GltfProcessed;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
/// systemset to order your systems after the component injection when needed
pub enum GltfComponentsSet {
Injection,
}
#[derive(Default)]
pub struct ComponentsFromGltfPlugin {}
impl Plugin for ComponentsFromGltfPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(blender_settings::plugin)
.register_type::<GltfProcessed>()
.add_systems(
Update,
(add_components_from_gltf_extras).in_set(GltfComponentsSet::Injection),
);
}
}