Crates.io | blenvy |
lib.rs | blenvy |
version | 0.1.0-alpha.1 |
source | src |
created_at | 2024-08-14 14:43:08.358399 |
updated_at | 2024-08-14 14:43:08.358399 |
description | Allows you to define Bevy components direclty inside gltf files and instanciate the components on the Bevy side. |
homepage | https://github.com/kaosat-dev/Blenvy |
repository | https://github.com/kaosat-dev/Blenvy |
max_upload_size | |
id | 1337449 |
size | 168,050 |
This crate allows you to
define Bevy components direclty inside gltf files and instanciate the components on the Bevy side.
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 BlueprintInfo
Particularly useful when using Blender as an editor for the Bevy game engine, combined with the Blender add-on that do a lot of the work for you
allows you to create a Json export of all your components/ registered types.
Its main use case is as a backbone for the blenvy
Blender add-on, that allows you to add & edit components directly in Blender, using the actual type definitions from Bevy
(and any of your custom types & components that you register in Bevy).
adds the ability to easilly save and load your game worlds for Bevy .
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 (including spliting generating seperate gltf files for your static vs dynamic assets)
Here's a minimal usage example:
# Cargo.toml
[dependencies]
bevy="0.14"
blenvy = { version = "0.1.0-alpha.1"}
use bevy::prelude::*;
use blenvy::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(BlenvyPlugin::default())
.add_systems(Startup, setup_game)
.add_systems(Update, spawn_blueprint_instance)
.run();
}
// this is how you setup & spawn a level from a blueprint
fn setup_game(
mut commands: Commands,
) {
// here we spawn our game world/level, which is also a blueprint !
commands.spawn((
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
HideUntilReady, // only reveal the level once it is ready
GameWorldTag,
));
}
fn spawn_blueprint_instance(
mut commands: Commands,
keycode: Res<ButtonInput<KeyCode>>,
){
if keycode.just_pressed(KeyCode::KeyS) {
let new_entity = commands.spawn((
BlueprintInfo::from_path("spawnable.glb"), // mandatory !!
SpawnBlueprint, // mandatory !!
TransformBundle::from_transform(Transform::from_xyz(0.0, 2.0, 0.2)), // VERY important !!
// any other component you want to insert
));
}
}
Add the following to your [dependencies]
section in Cargo.toml
:
blenvy = "0.1.0-alpha.1"
Or use cargo add
:
cargo add blenvy
use bevy::prelude::*;
use blenvy::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(BlenvyPlugin::default())
.run();
}
you may want to configure your settings:
use bevy::prelude::*;
use blenvy::*;
fn main() {
App::new()
.add_plugins((
BlenvyPlugin{
aabbs: true, // defaults to false, enable this to automatically calculate aabb for the scene/blueprint
..Default::default()
}
))
.run();
}
You can spawn entities from blueprints like this:
commands.spawn((
BlueprintInfo::from_path("Health_Pickup.glb"), // mandatory !!
// or the alterive: BlueprintInfo{name:"health pickup1".into(), path:"Health_Pickup.glb".into()}
SpawnBlueprint, // mandatory !!
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
// any other component you want to insert
))
Once spawning of the actual entity is done, the contents (components, children etc) of the Blueprint will have been merged with those of the entity itself.
Important : you can add or override components present inside your Blueprint when spawning the BluePrint itself: ie
you can just add any additional components you need when spawning :
commands.spawn((
BlueprintInfo::from_path("Health_Pickup.glb"),
SpawnBlueprint,
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),
},
))
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((
BlueprintInfo::from_path("Health_Pickup.glb"),
SpawnBlueprint,
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
))
There is also a BluePrintBundle
for convenience , which just has
BlueprintInfo
componentSpawnBlueprint
componentFromBlueprint
component is inserted into all its children entities (and nested children etc)GameWorldTag
component: this is useful when you want to keep all your spawned entities inside a root entityYou can use it in your queries to add your entities as children of this "world" 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
Note: you should only have a SINGLE entity tagged with that component !
commands.spawn((
BlueprintInfo::from_path("levels/World.glb"),
SpawnBlueprint,
HideUntilReady,
GameWorldTag, // here it is
));
Blenvy automatically exports a Json file containing of all your registered components/ types, in order to create UIs that allows you to add & edit your components directly in Blender in the Blenvy Blender add-on
Startup
schedule whenever you run your app.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: 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 56 times !!
Generating optimised blueprints and material libraries can be automated using the Blender plugin
blenvy
provides some lightweight helpers to deal with animations stored in gltf files
It has both support for blueprint level animations (shared by all blueprint instance of the same blueprint)
BlueprintAnimations
component that gets inserted into spawned (root) entities that contains a hashmap of all animations contained inside that entity/gltf file .BlueprintAnimationPlayerLink
component that gets inserted into spawned (root) entities, to make it easier to find Bevy's AnimationPlayer
and AnimationTransitions
componentsAnd instance level animations (specific to one instance)
an InstanceAnimations
component that gets inserted into spawned (root) entities that contains a hashmap of all animations specific to that instance .
an InstanceAnimationPlayerLink
component that gets inserted into spawned (root) entities, to make it easier to find Bevy's AnimationPlayer
and AnimationTransitions
components for the animations above
The workflow for animations is as follows:
blenvy
boilerplate (see sections above), no specific setup beyond that is requiredBlueprintAnimationPlayerLink
and BlueprintAnimations
components (added by blenvy
) AND entities with the AnimationPlayer
componentFor example (blueprint animations):
pub fn trigger_blueprint_animations(
animated_foxes: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Fox>>,
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
keycode: Res<ButtonInput<KeyCode>>,
){
if keycode.just_pressed(KeyCode::KeyW) {
for (link, animations) in animated_foxes.iter() {
let (mut animation_player, mut animation_transitions) =
animation_players.get_mut(link.0).unwrap();
let anim_name = "Walk";
animation_transitions
.play(
&mut animation_player,
animations
.named_indices
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
}
see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation for how to set it up correctly
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
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/components
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/blueprints
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/save_load
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/demo (a full fledged demo)
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 blenvy
versions:
blenvy |
bevy |
---|---|
0.1.0-alpha.1 |
0.14 |
branch main |
0.14 |
branch bevy_main |
main |
This crate, all its code, contents & assets is Dual-licensed under either of