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https://github.com/FraserLee/bevy_sprite3d

Use sprites in a 3d bevy scene.
https://github.com/FraserLee/bevy_sprite3d

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Use sprites in a 3d bevy scene.

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# bevy_sprite3d
[![Crates.io](https://img.shields.io/crates/v/bevy_sprite3d.svg)](https://crates.io/crates/bevy_sprite3d)
[![MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](./license.md)

Use 2d sprites in a 3d [bevy](https://bevyengine.org/) scene.

This is a pretty common setup in other engines (unity, godot, etc). Useful for:
- 2d games using bevy's lighting `(orthographic camera, 3d sprites)`
- 2d games with easier parallax and scale `(perspective camera, 3d sprites)`
- 2d games in a 3d world `(perspective camera, both 3d sprites and meshes)`
- 3d games with billboard sprites (a la
[Delver](https://cdn.cloudflare.steamstatic.com/steam/apps/249630/ss_0187dc55d24155ca3944b4ccc827baf7832715a0.1920x1080.jpg))

Both meshes and materials are internally cached, so this crate can be used for
things like tilemaps without issue.

# Examples

Example using `bevy_sprite3d`:

![chaos](assets/example.gif)

A more complicated scene: [`examples/dungeon.rs`](./examples/dungeon.rs). Try
this one with `cargo run --example dungeon`.

https://github.com/FraserLee/bevy_sprite3d/assets/30442265/1821b13c-9770-4f4e-a889-f67e06a3cda6

Some more examples. These don't use bevy, but demonstrate the effect style:

![the last night](https://cdn.cloudflare.steamstatic.com/steam/apps/612400/extras/TLN_Crowd_01_compressed.png)

![the last night](https://cdn.cloudflare.steamstatic.com/steam/apps/612400/extras/TLN_Shootout_01_compressed.png)

![hollow knight](https://imgur.com/jVWzh4i.png)

# Usage

Check out the [examples](./examples) for details. Tl;dr initialize the plugin with
```rust
app.add_plugin(Sprite3dPlugin)
```
and spawn sprites with
```rust
fn setup(
mut commands: Commands,
images: Res, // this is your custom resource populated with asset handles
mut sprite_params: Sprite3dParams
) {

// ----------------------- Single Static Sprite ----------------------------

commands.spawn(Sprite3d {
image: images.sprite.clone(),

pixels_per_metre: 400.,

partial_alpha: true,

unlit: true,

..default()

// transform: Transform::from_xyz(0., 0., 0.),
// pivot: Some(Vec2::new(0.5, 0.5)),
// double_sided: true,

}.bundle(&mut sprite_params));

// ------------------- Texture Atlas (Sprite Sheet) ------------------------

let texture_atlas = TextureAtlas {
layout: images.layout.clone(),
index: 3,
};

commands.spawn(Sprite3d {
image: images.sprite_sheet.clone(),

pixels_per_metre: 32.,
partial_alpha: true,
unlit: true,

..default()

// transform: Transform::from_xyz(0., 0., 0.),
// pivot: Some(Vec2::new(0.5, 0.5)),
// double_sided: true,

}.bundle_with_atlas(&mut sprite_params, texture_atlas));
}
```

One small complication: your image assets should be loaded *prior* to spawning,
as `bevy_sprite3d` uses some properties of the image (such as size and aspect
ratio) in constructing the 3d mesh. Examples show how to do this with Bevy's
`States`.

## Versioning

| `bevy_sprite3d` version | `bevy` version |
|-------------------------|----------------|
| 5.0.0 | 0.16.0 |
| 5.0.0-rc | 0.16.0-rc |
| 4.0 | 0.15 |
| 3.0 | 0.14 |
| 2.8 | 0.13 |
| 2.7 | 0.12 |
| 2.5 - 2.6 | 0.11 |
| 2.4 | 0.10 |
| 2.1 - 2.3 | 0.9 |
| 1.1 - 2.0 | 0.8 |
| 1.0 | 0.7 |