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bevygltfblueprints

Built upon bevygltfcomponents this crate adds the ability to 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 BlueprintName

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

Usage

Here's a minimal usage example:

```toml

Cargo.toml

[dependencies] bevygltfblueprints = { version = "0.1.0"}

```

```rust norun use bevy::prelude::*; use bevygltf_blueprints::*;

fn main() { App::new() .addplugins(DefaultPlugins) .addplugin(BlueprintsPlugin)

    .run();

}

// not shown here: any other setup that is not specific to blueprints

fn spawnblueprint( mut commands: Commands, keycode: Res>, ){ if keycode.justpressed(KeyCode::S) { let newentity = commands.spawn(( BlueprintName("HealthPickup".tostring()), // mandatory !! SpawnHere, // mandatory !! TransformBundle::fromtransform(Transform::from_xyz(x, 2.0, y)), // VERY important !! // any other component you want to insert )); } } ```

Setup

Spawning entities from blueprints

You can spawn entities from blueprints like this: ```rust norun commands.spawn(( BlueprintName("HealthPickup".tostring()), // mandatory !! SpawnHere, // mandatory !! TransformBundle::fromtransform(Transform::from_xyz(x, 2.0, y)), // VERY important !! // any other component you want to insert ))

```

Once spawning of the actual entity is done, the spawned Blueprint will be gone/merged with the contents of Blueprint !

Important : you can add or override components present inside your Blueprint when spawning the BluePrint itself: ie

Adding components not specified inside the blueprint

you can just add any additional components you need when spawning :

```rust norun commands.spawn(( BlueprintName("HealthPickup".tostring()), SpawnHere, TransformBundle::fromtransform(Transform::fromxyz(x, 2.0, y)), // from Rapier/bevyxpbd: this means the entity will also have a velocity component when inserted into the world Velocity { linvel: Vec3::new(velx, vely, vel_z), angvel: Vec3::new(0.0, 0.0, 0.0), }, ))

```

Overriding components specified inside the blueprint

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 ```rust norun commands.spawn(( BlueprintName("HealthPickup".tostring()), SpawnHere, TransformBundle::fromtransform(Transform::fromxyz(x, 2.0, y)), HealthPowerUp(20)// if this is component is also present inside the "HealthPickup" blueprint, that one will be replaced with this component during spawning ))

```

BluePrintBundle

There is also a bundle for convenience , which just has * a BlueprintName component * a SpawnHere component * a TransformBundle sub-bundle (so we know where to spawn)

BluePrintBundle

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 Blueprint based spawning,

so bevy_gltf_blueprints provides a SystemSet for that purpose:GltfBlueprintsSet

Typically , the order of systems should be

bevy_gltf_components (GltfComponentsSet::Injection) => bevy_gltf_blueprints (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn) => replace_proxies

see https://github.com/kaosat-dev/Blenderbevycomponents_worklflow/tree/main/examples/advanced for how to set it up correctly

Examples

https://github.com/kaosat-dev/Blenderbevycomponents_worklflow/tree/main/examples/advanced

License

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