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new 0.15.0-rc.3 Nov 5, 2024
0.14.2 Sep 6, 2024
0.14.0 Jul 4, 2024
0.13.1 Mar 18, 2024
0.3.0 Nov 3, 2020

#2511 in Game dev

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54,209 downloads per month
Used in 122 crates (via bevy_internal)

MIT/Apache

9MB
161K SLoC

Bevy glTF

License Crates.io Downloads Docs Discord


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

~27–60MB
~1M SLoC