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331 lines
12 KiB
Markdown
331 lines
12 KiB
Markdown
[![Crates.io](https://img.shields.io/crates/v/blenvy)](https://crates.io/crates/blenvy)
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[![Docs](https://img.shields.io/docsrs/blenvy)](https://docs.rs/blenvy/latest/blenvy/)
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[![License](https://img.shields.io/crates/l/blenvy)](https://github.com/kaosat-dev/Blenvy/blob/main/crates/blenvy/License.md)
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[![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)
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# blenvy
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This crate allows you to
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- define [Bevy](https://bevyengine.org/) components direclty inside gltf files and instanciate the components on the Bevy side.
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- define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
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* Allows you to create lightweight levels, where all assets are different gltf files and loaded after the main level is loaded
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* Allows you to spawn different entities from gtlf files at runtime in a clean manner, including simplified animation support !
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A blueprint is a set of **overrideable** components + a hierarchy: ie
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* just a Gltf file with Gltf_extras specifying components
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* a component called BlueprintInfo
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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
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- [blenvy](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy)
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- allows you to create a Json export of all your components/ registered types.
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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
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(and any of your custom types & components that you register in Bevy).
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- adds the ability to easilly **save** and **load** your game worlds for [Bevy](https://bevyengine.org/) .
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* leverages blueprints & seperation between
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* **dynamic** entities : entities that can change during the lifetime of your app/game
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* **static** entities : entities that do NOT change (typically, a part of your levels/ environements)
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* and allows allow for :
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* a simple save/load workflow thanks to the above
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* ability to specify **which entities** to save or to exclude
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* ability to specify **which components** to save or to exclude
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* ability to specify **which resources** to save or to exclude
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* small(er) save files (only a portion of the entities is saved)
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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)
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## Usage
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Here's a minimal usage example:
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```toml
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# Cargo.toml
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[dependencies]
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bevy="0.14"
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blenvy = { version = "0.1.0"}
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```
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```rust no_run
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use bevy::prelude::*;
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use blenvy::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(BlenvyPlugin)
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.add_systems(Startup, setup_game)
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.add_systems(Update, spawn_blueprint_instance)
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.run();
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}
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// this is how you setup & spawn a level from a blueprint
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fn setup_game(
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mut commands: Commands,
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) {
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// here we spawn our game world/level, which is also a blueprint !
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commands.spawn((
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BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
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SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
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HideUntilReady, // only reveal the level once it is ready
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GameWorldTag,
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));
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}
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fn spawn_blueprint_instance(
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mut commands: Commands,
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keycode: Res<Input<KeyCode>>,
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){
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if keycode.just_pressed(KeyCode::S) {
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let new_entity = commands.spawn((
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BlueprintInfo(name: "Health_Pickup".to_string(), path:""), // mandatory !!
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SpawnBlueprint, // mandatory !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
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// any other component you want to insert
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));
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}
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}
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```
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## Installation
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Add the following to your `[dependencies]` section in `Cargo.toml`:
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```toml
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blenvy = "0.1.0"
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```
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Or use `cargo add`:
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```toml
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cargo add blenvy
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```
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## Setup
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```rust no_run
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use bevy::prelude::*;
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use blenvy::*;
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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(BlenvyPlugin)
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.run();
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}
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```
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you may want to configure your "library"/"blueprints" settings:
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```rust no_run
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use bevy::prelude::*;
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use blenvy::*;
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fn main() {
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App::new()
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.add_plugins((
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BlenvyPlugin{
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aabbs: true, // defaults to false, enable this to automatically calculate aabb for the scene/blueprint
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..Default::default()
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}
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))
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.run();
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}
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```
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## Spawning entities from blueprints
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You can spawn entities from blueprints like this:
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```rust no_run
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()), // mandatory !!
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SpawnBlueprint, // mandatory !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
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// any other component you want to insert
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))
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```
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Once spawning of the actual entity is done, the spawned Blueprint will be *gone/merged* with the contents of Blueprint !
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> Important :
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you can **add** or **override** components present inside your Blueprint when spawning the BluePrint itself: ie
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### Adding components not specified inside the blueprint
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you can just add any additional components you need when spawning :
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```rust no_run
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()),
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SpawnBlueprint,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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// from Rapier/bevy_xpbd: this means the entity will also have a velocity component when inserted into the world
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Velocity {
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linvel: Vec3::new(vel_x, vel_y, vel_z),
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angvel: Vec3::new(0.0, 0.0, 0.0),
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},
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))
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```
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### Overriding components specified inside the blueprint
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any component you specify when spawning the Blueprint that is also specified **within** the Blueprint will **override** that component in the final spawned entity
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for example
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```rust no_run
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commands.spawn((
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BlueprintInfo(path: "Health_Pickup.glb".into()),
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SpawnBlueprint,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
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))
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```
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### BluePrintBundle
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There is also a ```BluePrintBundle``` for convenience , which just has
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* a ```BlueprintInfo``` component
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* a ```SpawnBlueprint``` component
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## Additional information
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- When a blueprint is spawned, an ```FromBlueprint``` component is inserted into all its children entities (and nested children etc)
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- 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
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You can use it in your queries to add your entities as children of this "world"
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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
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> Note: you should only have a SINGLE entity tagged with that component !
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```rust no_run
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commands.spawn((
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BlueprintInfo::from_path("levels/World.glb"),
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SpawnBlueprint,
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HideUntilReady,
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GameWorldTag, // here it is
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));
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```
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## SystemSet
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the ordering of systems is very important !
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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,
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so ```blenvy``` provides a **SystemSet** for that purpose: ```GltfBlueprintsSet```
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Typically , the order of systems should be
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***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***blenvy (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
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see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic for how to set it up correctly
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## Animation
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```blenvy``` provides some lightweight helpers to deal with animations stored in gltf files
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* an ```Animations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations contained inside that entity/gltf file .
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(this is a copy of the ```named_animations``` inside Bevy's gltf structures )
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* an ```AnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to trigger/ control animations than it usually is inside Bevy + Gltf files
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The workflow for animations is as follows:
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* create a gltf file with animations (using Blender & co) as you would normally do
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* inside Bevy, use the ```blenvy``` boilerplate (see sections above), no specific setup beyond that is required
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* to control the animation of an entity, you need to query for entities that have both ```AnimationPlayerLink``` and ```Animations``` components (added by ```blenvy```) AND entities with the ```AnimationPlayer``` component
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For example:
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```rust no_run
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// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
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pub fn animation_change_on_proximity_foxes(
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players: Query<&GlobalTransform, With<Player>>,
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animated_foxes: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations ), With<Fox>>,
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mut animation_players: Query<&mut AnimationPlayer>,
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){
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for player_transforms in players.iter() {
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for (fox_tranforms, link, animations) in animated_foxes.iter() {
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let distance = player_transforms
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.translation()
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.distance(fox_tranforms.translation());
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let mut anim_name = "Walk";
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if distance < 8.5 {
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anim_name = "Run";
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}
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else if distance >= 8.5 && distance < 10.0{
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anim_name = "Walk";
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}
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else if distance >= 10.0 && distance < 15.0{
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anim_name = "Survey";
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}
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// now play the animation based on the chosen animation name
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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animation_player.play_with_transition(
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animations.named_animations.get(anim_name).expect("animation name should be in the list").clone(),
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Duration::from_secs(3)
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).repeat();
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}
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}
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}
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```
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see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation for how to set it up correctly
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particularly from https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation/game/in_game.rs
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## Materials
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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:
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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
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56 times !!
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Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy)
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## Examples
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/components
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/blueprints
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/save_load
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/demo (a full fledged demo)
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## Compatible Bevy versions
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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).
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Compatibility of `blenvy` versions:
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| `blenvy` | `bevy` |
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| :-- | :-- |
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| `0.1 - 0.2` | `0.14` |
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| branch `main` | `0.14` |
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| branch `bevy_main` | `main` |
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## License
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This crate, all its code, contents & assets is Dual-licensed under either of
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- Apache License, Version 2.0, ([LICENSE-APACHE](./LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0)
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- MIT license ([LICENSE-MIT](./LICENSE_MIT.md) or https://opensource.org/licenses/MIT) |