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https://github.com/ethereumdegen/bevy_magic_fx

Define mesh-based VFX in RON files and load them into bevy
https://github.com/ethereumdegen/bevy_magic_fx

Last synced: 21 days ago
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Define mesh-based VFX in RON files and load them into bevy

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## Bevy Magic Fx

Define mesh-based VFX in RON files and load them into bevy

![2024-03-13 18-33-39](https://github.com/ethereumdegen/bevy_magic_fx/assets/6249263/b91d55d1-dcc7-4078-9b6b-425ef7c2187a)

![beam_fx](https://github.com/user-attachments/assets/a6f15933-d6ea-4f75-a630-0c7833a83ba5)

![magic_fx_sample_1](https://github.com/ethereumdegen/bevy_magic_fx/assets/6249263/692dca74-c915-4578-b23b-041d4c83810b)

![more_vfx](https://github.com/ethereumdegen/bevy_magic_fx/assets/6249263/ba2b1827-e7e2-44ab-ae91-31e937ec375d)

### How to use

```
cargo run --example waterfall
```

### How to install

1. Add this plugin to your bevy application

```
app .add_plugins( MagicFxPlugin )
```

2. Load and register your shader variants from files

```
let shadvar_name = & shader_variant_manifest.name;

let shader_material_handle = animated_materials.add( build_animated_material(
shader_variant_manifest, // the ron file parsed
&texture_handles_map
).unwrap()
);

asset_loading_resource.animated_material_map.insert(
shadvar_name .clone(),
shader_material_handle );

```

3. Load and register your magic fx variants from files

```

let magic_fx_variant_manifest: &MagicFxVariantManifest = fx_variant_assets
.get(&asset_handles_resource.magic_fx_variant_manifest_handle)
.unwrap();

let mesh_handles_map = &asset_loading_resource.mesh_handles_map;

let animated_materials_map = &asset_loading_resource.animated_material_map;

let magic_fx = MagicFxVariant::from_manifest(
magic_fx_variant_manifest, // the ron file parsed

&mesh_handles_map,

&animated_materials_map,


).unwrap();

//save the variant for later spawning ..
asset_loading_resource.loaded_magic_fx_variants.insert(
magic_fx.name.clone(),
magic_fx );

```

4. Spawn your magic fx variants whenever you want

```
let _magic_fx_root = commands
.spawn(SpatialBundle::default())
.insert(MagicFxVariantComponent {
magic_fx, //this is what you saved in a resource in step 3
start_time: time.elapsed(),
})
.id();
```

### Example VFX Definition File (RON)
```

(

name: "magic",

magic_fx_instances: [(

shader_variant_name: "shader_variants/purple.shadvar.ron",
mesh_name: "meshes/projectile.obj",
start_time_offset: 0.0,
end_time_offset: 3.0,
start_transform: (translation: (3.0,2.0,0.0), rotation:(0.0,0.0,0.0),scale:(1.0,1.0,1.0)),
end_transform: (translation: (4.0,0.0,0.0), rotation:(2.0,0.0,0.0),scale:(1.0,1.0,1.0)),

)] ,

max_time: 5.0

)

```
### Example Shader Variant Definition File (RON)
```
(

name: "purple",
texture: "textures/fire_01.png",
animation_speed: (0.5,0.1), // Assuming animation_speed is a string for some reason; otherwise, consider using a float or int
distortion_speed: (0.02,0.01),
scroll_repeats: ( 3.0,3.0),
distortion_amount: 0.02 ,

color: Rgba(
red: 5,
green: 5,
blue: 255,
alpha: 255 // Assuming your Color struct has rgba fields; adjust according to your actual Color struct
),
emissive: (
5.0,20.0,5.0
)

)

```

### Billboarding

To use billboarding on meshes, you must insert a MagicFxBillboardTarget component to your camera.