Blender_bevy_components_wor.../crates/bevy_gltf_components
Mark Moissette 9f21df035b
feat(): Asset preloading basics (#169)
* closes #80 
* preliminary work for further asset management from the Blender side without needing additional dependencies & boilerplate on the Bevy side 
* feat(auto_export): 
     * now injecting list/tree of sub blueprints to main scenes/levels & blueprints
     * made blueprints/asset list conditional on NOT legacy mode
* feat(gltf_blueprints): 
    * basics of dynamic loading of sub_blueprints
    * added same kind of logic to the loading of material files
    * also made a more generic variant of the BlueprintAssetLoadTracker 
    * added gltf file path for more informative error in case a gltf is missing
* refactor(): 
   * made the various gltf assets loaded by bevy_asset_loader optional (to handle the case where they are not present)
   * updated all examples accordingly
* chore(crates): fixed links, slight tweaks, bumped versions
2024-03-18 18:00:19 +01:00
..
src chore(Bevy): Update to bevy 0.13 (#136) 2024-03-04 22:16:31 +01:00
Cargo.toml feat(): Asset preloading basics (#169) 2024-03-18 18:00:19 +01:00
LICENSE.md fix(): various Fixes and tweaks (#7) 2023-09-28 16:53:21 +02:00
LICENSE_APACHE.md feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
LICENSE_MIT.md feat(): Blueprints, crates, enhanced Blender tooling & more (#5) 2023-09-28 14:10:45 +02:00
README.md feat(): Asset preloading basics (#169) 2024-03-18 18:00:19 +01:00

README.md

Crates.io Docs License Bevy tracking

bevy_gltf_components

This crate allows you to define Bevy components direclty inside gltf files and instanciate the components on the Bevy side.

Usage

important : the plugin for processing gltf files runs in update , so you cannot use the components directly if you spawn your scene from gltf in setup (the additional components will not show up)

Please see the

  • example
  • or use bevy_asset_loader for reliable preloading of files, as this crate does not deal with loading your assets.
  • alternatively, use the bevy_gltf_blueprints crate, built on this crate's features, that allows you to directly spawn entities from gltf based blueprints.

Here's a minimal usage example:

# Cargo.toml
[dependencies]
bevy="0.13"
bevy_gltf_components = { version = "0.5"} 

//too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/bevy_gltf_components/examples/basic for a real example
 fn main() {
    App::new()
         .add_plugins(DefaultPlugins)
         .add_plugin(ComponentsFromGltfPlugin::default())
         .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#Scene0"),
   transform: Transform::from_xyz(2.0, 0.0, -5.0),
 ..Default::default()
 });
 }
}

Installation

Add the following to your [dependencies] section in Cargo.toml:

bevy_gltf_components = "0.5"

Or use cargo add:

cargo add bevy_gltf_components

Configuration

starting with version 0.3, this plugin is configurable Use the default configuration:

ComponentsFromGltfPlugin::default()

Or disable the legacy mode: (enabled by default)

ComponentsFromGltfPlugin{legacy_mode: false}

You need to disable legacy mode if you want to use the bevy_components Blender addon + the bevy_registry_export crate ! As it create custom properties that are writen in real ron file format instead of a simplified version (the one in the legacy mode)

Note: the legacy mode support will be dropped in future versions, and the default behaviour will be NO legacy mode

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 components from the gltf files have been injected,

so bevy_gltf_components provides a SystemSet for that purpose:GltfComponentsSet

Typically , the order of systems should be

bevy_gltf_components (GltfComponentsSet::Injection) => replace_proxies

Additional features

  • as of version 0.5 , 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

If these components are present in your gltf file, they will be handled automatically by this crate, will be ignored otherwise.

Examples

https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_components/basic

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 bevy_gltf_components versions:

bevy_gltf_components bevy
0.5 0.13
0.2 - 0.4 0.12
0.1 0.11
branch main 0.13
branch bevy_main main

License

This crate, all its code, contents & assets is Dual-licensed under either of