35 releases
0.15.0 | Nov 29, 2024 |
---|---|
0.15.0-rc.2 | Oct 27, 2024 |
0.14.0 | Jul 4, 2024 |
0.13.1 | Mar 18, 2024 |
0.3.0 | Nov 3, 2020 |
#2590 in Game dev
63,530 downloads per month
Used in 119 crates
(2 directly)
9MB
161K
SLoC
Bevy glTF
lib.rs
:
Plugin providing an AssetLoader
and type definitions
for loading glTF 2.0 (a standard 3D scene definition format) files in Bevy.
The glTF 2.0 specification defines the format of the glTF files.
Quick Start
Here's how to spawn a simple glTF scene
fn spawn_gltf(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
// This is equivalent to "models/FlightHelmet/FlightHelmet.gltf#Scene0"
// The `#Scene0` label here is very important because it tells bevy to load the first scene in the glTF file.
// If this isn't specified bevy doesn't know which part of the glTF file to load.
SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"))),
// You can use the transform to give it a position
Transform::from_xyz(2.0, 0.0, -5.0),
));
}
Loading parts of a glTF asset
Using Gltf
If you want to access part of the asset, you can load the entire Gltf
using the AssetServer
.
Once the Handle<Gltf>
is loaded you can then use it to access named parts of it.
// Holds the scene handle
#[derive(Resource)]
struct HelmetScene(Handle<Gltf>);
fn load_gltf(mut commands: Commands, asset_server: Res<AssetServer>) {
let gltf = asset_server.load("models/FlightHelmet/FlightHelmet.gltf");
commands.insert_resource(HelmetScene(gltf));
}
fn spawn_gltf_objects(
mut commands: Commands,
helmet_scene: Res<HelmetScene>,
gltf_assets: Res<Assets<Gltf>>,
mut loaded: Local<bool>,
) {
// Only do this once
if *loaded {
return;
}
// Wait until the scene is loaded
let Some(gltf) = gltf_assets.get(&helmet_scene.0) else {
return;
};
*loaded = true;
// Spawns the first scene in the file
commands.spawn(SceneRoot(gltf.scenes[0].clone()));
// Spawns the scene named "Lenses_low"
commands.spawn((
SceneRoot(gltf.named_scenes["Lenses_low"].clone()),
Transform::from_xyz(1.0, 2.0, 3.0),
));
}
Asset Labels
The glTF loader let's you specify labels that let you target specific parts of the glTF.
Be careful when using this feature, if you misspell a label it will simply ignore it without warning.
You can use GltfAssetLabel
to ensure you are using the correct label.
Dependencies
~28–60MB
~1M SLoC