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: 14 days ago
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Define mesh-based VFX in RON files and load them into bevy
- Host: GitHub
- URL: https://github.com/ethereumdegen/bevy_magic_fx
- Owner: ethereumdegen
- Created: 2024-03-03T04:58:53.000Z (over 1 year ago)
- Default Branch: master
- Last Pushed: 2024-05-27T17:00:09.000Z (about 1 year ago)
- Last Synced: 2024-05-27T22:09:06.610Z (about 1 year ago)
- Language: Rust
- Homepage:
- Size: 27.1 MB
- Stars: 7
- Watchers: 2
- Forks: 0
- Open Issues: 1
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
- awesome-bevy - `bevy_magic_fx` - based VFX in RON files and load them into bevy (Animation)
README
## Bevy Magic Fx
Define mesh-based VFX in RON files and load them into bevy




### Quickstart
```
cargo run --example preview
```(if it fails to load, try to delete or move all of the magic_fx_variants assets to another folder except light_sparkles.magicfx.ron. Or fix them by importing your own textures. )
### 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.