# Bevy Ghx Proc(edural) Gen(eneration) [![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) [![bevy_ghx_proc_gen on crates.io](https://img.shields.io/crates/v/ghx_proc_gen)](https://crates.io/crates/bevy_ghx_proc_gen) [![bevy_ghx_proc_gen on docs.io](https://docs.rs/bevy_ghx_proc_gen/badge.svg)](https://docs.rs/bevy_ghx_proc_gen) [`Bevy`](https://github.com/bevyengine/bevy) plugins and utilities for [`ghx_proc_gen`](../README.md)
# Bevy quickstart ``` cargo add bevy_ghx_proc_gen ``` Steps `1` to `3` are the same as in the `ghx_proc_gen` [Quickstart](../README.md#quickstart). 1) To automatically spawn our assets for us, we use the `ProcGenSimplePlugin` ```rust app.add_plugins(ProcGenSimplePlugin::::new()); ``` 1) To see something in the Bevy viewport, we setup assets in a `RulesModelsAssets`: ```rust fn setup_generator( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // ... Steps 1 to 3: Generator setup ... // Simple procedural cube mesh and materials. let cube_mesh = meshes.add(Mesh::from(shape::Cube { size: CUBE_SIZE })); let white_mat = materials.add(Color::WHITE.into()); let black_mat = materials.add(Color::BLACK.into());* // We create our models asset here, in a separate collection for the sake of simplicity. // (We could also declare them with our models) let mut models_assets = RulesModelsAssets::::new(); models_assets.add_asset(0, PbrMesh { mesh: cube_mesh.clone(), material: white_mat, }, ); models_assets.add_asset(1, PbrMesh { mesh: cube_mesh.clone(), material: black_mat, }, ); // ... } ``` 3) Spawn an `Entity` with a `GeneratorBundle`: ```rust // The ProcGenSimplePlugin will detect this, generate and spawn the nodes. commands.spawn(GeneratorBundle { spatial: SpatialBundle::from_transform(Transform::from_translation(Vec3::new( -grid.size_x() as f32 / 2., -grid.size_y() as f32 / 2., 0., ))), grid, generator, asset_spawner: AssetSpawner::new(models_assets, NODE_SIZE, Vec3::ONE), }); ```

bevy_chess_board_pattern

- For more information, check out the `bevy_ghx_proc_gen` [crate documentation](https://docs.rs/bevy_ghx_proc_gen/latest/bevy_ghx_proc_gen) or the [Examples](../README.md#examples). - Almost all systems, structs components, resources, ... have a `pub` visibility, so you can use or override them in custom plugins # Bevy plugins - Check out the `GridDebugPlugin` from [`bevy_ghx_grid`](https://github.com/Henauxg/bevy_ghx_grid) which provides debug utilities for the grid-types used by `ghx_proc_gen`. `ghx_proc_gen` **does not need** a plugin to work, but if you want a really quick way to get started, or are in need of some debug utilities for your generations, there are some ready-made plugins for this: - `ProcGenSimplePlugin`: Really simple, just here to generate and spawn the nodes assets. See [its sources](src/gen/simple_plugin.rs). - `ProcGenDebugPlugin` [*Depends on `GridDebugPlugin`*]: Just a bit more complex, and not focused on performance but rather on demos & debugging use-cases. You can view the generation one step at a time, see where the contradiction occurs and more. See [its sources](src/gen/debug_plugin.rs). - Keybindings as well as most settings used by the debug plugin can be overriden via some Bevy `Resource`. - Note that the debug plugin, with all features enabled, depends on other plugins to function propely, such as: `DefaultPickingPlugins` (from bevy_mod_picking), `EguiPlugin` (from bevy_egui) or the `GridDebugPlugin` (from bevy_ghx_grid) Both of those `plugins` start their work when you insert the components from a `GeneratorBundle` on an `Entity`.
`ProcGenDebugPlugin` editing feature demo: https://github.com/Henauxg/ghx_proc_gen/assets/19689618/b2f15673-e6aa-4a1d-94f7-a98c903a7591 https://github.com/Henauxg/ghx_proc_gen/assets/19689618/5fa26a8f-7454-4574-9cc3-f6f77fdd0049
# Cargo features *Find the list and description in [Cargo.toml](Cargo.toml)* - `default-assets-bundle-spawners`: This feature compiles simple `AssetBundleSpawner impl` for a few basic types. Disable the feature if you don't need them, or want to customize their implementation. - `reflect`: simply derives `Reflect` on common structs of the crate. - `simple-plugin`: compiles the simple plugin and its systems. - `debug-plugin`: compiles the debug plugin, the grid debug plugin and their systems. - `picking`: Enables picking through `bevy_mod_picking`. Used by the debug-plugin if enabled. - `egui-edit`: Enables an `egui` editor panel to inspect nodes and paint models *See also the [main crate](../README.md#cargo-features) cargo features* # Compatible Bevy versions Compatibility with Bevy versions: | ghx_proc_gen | bevy_ghx_proc_gen | bevy | | :----------- | :---------------- | :--- | | 0.4 | 0.4 | 0.14 | | 0.2-0.3 | 0.2-0.3 | 0.13 | | 0.1 | 0.1 | 0.12 | # License bevy-ghx-proc-gen is free and open source. All code in this repository is dual-licensed under either: * MIT License ([LICENSE-MIT](../LICENSE-MIT) or [http://opensource.org/licenses/MIT](http://opensource.org/licenses/MIT)) * Apache License, Version 2.0 ([LICENSE-APACHE](../LICENSE-APACHE) or [http://www.apache.org/licenses/LICENSE-2.0](http://www.apache.org/licenses/LICENSE-2.0)) at your option. Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.