liquidhelium / rizlium_svg

bevy_svg fork for rizlium svg rendering

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bevy_svg

Crates.io license

For one of my personal projects i needed a way to load and display some simple SVG files/shapes in Bevy, so i took inspiration from bevy_prototype_lyon and modified and extended it to...well...load and display simple SVG files. SVGs can be used/displayed in 2D as well as in 3D.

Files are loaded through AssetLoader, then parsed and simplified with usvg and then tessellated with Lyon into a vertex buffer, which lastly is convert into a Bevy mesh and drawn with custom shaders.

Note: The SVG support is currently rather basic, i'd like to expand that in the future.

Compatibility

Bevy version bevy_svg version Branch
Crates.io Crates.io bevy-0.11
Crates.io Crates.io bevy-0.10
Crates.io Crates.io main
Old versions
Bevy version bevy_svg version Branch
Crates.io Crates.io bevy-0.9
Crates.io Crates.io bevy-0.8
Crates.io Crates.io bevy-0.7
Crates.io Crates.io bevy-0.6
Crates.io Crates.io bevy-0.5

Examples

Complex shapes Multiple colors Fonts
complex_one_color two_colors twinkle

Usage

Copy this to your Cargo.toml

# Stable
bevy_svg = "0.11.0"

# 2D and 3D are available on default, if you only want/need one, use the following
bevy_svg = { version = "0.11.0", default-features = false, features = ["2d"] }
# or
bevy_svg = { version = "0.11.0", default-features = false, features = ["3d"] }

# Living on the edge (at your own risk 😅)
bevy_svg = { git = "https://github.com/Weasy666/bevy_svg", branch = "main" }

Then use it like this.

2D

use bevy_svg::prelude::*;

fn main() {
    App::new()
        .insert_resource(Msaa::Sample4)
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                title: "SVG Plugin".to_string(),
                ..Default::default()
            }),
            ..Default::default()
        }))
        .add_plugin(bevy_svg::prelude::SvgPlugin)
        .add_systems(Startup, setup)
        .run();
}

fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
) {
    let svg = asset_server.load("path/to/file.svg");
    commands.spawn(Camera2dBundle::default());
    commands.spawn(Svg2dBundle {
        svg,
        origin: Origin::Center, // Origin::TopLeft is the default
        ..Default::default()
    });
}

3D

use bevy_svg::prelude::*;

fn main() {
    App::new()
        .insert_resource(Msaa::Sample4)
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                title: "SVG Plugin".to_string(),
                ..Default::default()
            }),
            ..Default::default()
        }))
        .add_plugin(bevy_svg::prelude::SvgPlugin)
        .add_systems(Startup, setup)
        .run();
}

fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
) {
    let svg = asset_server.load("path/to/file.svg");
    commands.spawn(Camera3dBundle::default());
    commands.spawn(Svg3dBundle {
        svg,
        origin: Origin::Center, // Origin::TopLeft is the default
        transform: Transform {
            translation: Vec3::new(0.0, 0.0, -600.0),
            // The scale you need depends a lot on your SVG and camera distance it
            // is currently rather unpredictable, so you need to try it out a bit
            scale: Vec3::new(1.0, 1.0, 1.0),
            rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
        },
        ..Default::default()
    });
}

License

bevy_svg is licensed under either of the following, at your option:

About

bevy_svg fork for rizlium svg rendering

License:Apache License 2.0


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