STL is a very simple format, which supports only triangular geometry (positions + normals), without any color / uv / texture information.
It is supported as an output format by most CAD software.
- by default bevy can load glTF scenes, which is a much better choice if you are looking for a way to load more complex models / scenes, including materials, animations, etc.
- bevy_obj can load Wavefront .obj files, which can carry more information than STL (such as color, material, UV coordinates)
- Add
bevy_stl
to yourCargo.toml
- Add
bevy_stl::StlPlugin
plugin to the bevyApp
- Load STL assets by passing paths with ".stl" extension to
asset_server.load(..)
fn main() {
App::new()
.add_plugins(bevy_stl::StlPlugin)
.add_systems(Startup, setup)
// ...
.run();
}
fn setup(commands: &mut Commands, asset_server: Res<AssetServer>, mut materials: ResMut<Assets<StandardMaterial>>) {
commands
.spawn(PbrBundle {
mesh: asset_server.load("disc.stl"),
material: materials.add(Color::rgb(0.9, 0.4, 0.3).into()),
..Default::default()
})
// ...
}
You can find a more complete example in examples/spinning_disc.rs
- use cargo run --example spinning_disc --release
to run it.
By default bevy_stl
produces a triangle mesh (PrimitiveTopology::TriangleList
).
When the optional wireframe
feature is enabled, an additional line mesh is produced (PrimitiveTopology::LineList
).
The feature can be enabled via Cargo.toml:
[dependencies.bevy_stl]
features = ["wireframe"]
When enabled, the mesh can be accessed by appending the wireframe label to the path passed to the asset loader:
// This returns the triangle mesh (the default):
asset_server.load("disc.stl")
// This returns the wireframe mesh:
asset_server.load("disc.stl#wireframe")