Portals for Bevy
Bevy Simple Portals is a Bevy game engine plugin aimed to create portals.
Those portals are (for now) purely visual and can be used to make mirrors, indoor renderings, crystal balls, and more!
Basic Usage
This example illustrates how to create a simple portal, it uses a single sphere that will be displayed two times on screen thanks to the portal:
use bevy::prelude::*;
use bevy_basic_portals::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(PortalsPlugin::default())
.add_startup_system(setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
) {
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-20.0, 0., 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
let portal_mesh = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(10., 10.))));
commands.spawn(CreatePortalBundle {
mesh: portal_mesh,
// This component will be deleted and things that are needed to create the portal will be created
create_portal: CreatePortal {
destination: AsPortalDestination::Create(CreatePortalDestination {
transform: Transform::from_xyz(20., 0., 0.),
..default()
}),
// Uncomment this to see the portal
/*debug: Some(DebugPortal {
show_window: false,
..default()
}),*/
..default()
},
..default()
});
let sphere_mesh = meshes.add(Mesh::from(shape::UVSphere{radius: 2., ..default()}));
commands.spawn(PbrBundle {
mesh: sphere_mesh,
transform: Transform::from_xyz(20.,0.,-5.),
..default()
});
}
More complex examples are available in the examples folder.
Vocabulary
- A Portal is an entity used to visualise the effect
- A Main Camera is a camera used to visualize the effect
- A (portal) Destination is an entity representing the point in space where a portal is "looking"
- A Portal Camera is a camera being used to render the effect, its position to the destination is the same as the main camera's position to the portal
Known limitations
(may be fixed in the future)
- this crate doesn't define a correct frustum, which can pose a problem if an object is between the portal camera and the portal destination and also can reduce perfomance by rendering things that are not displayed (see (https://tomhulton.blogspot.com/2015/08/portal-rendering-with-offscreen-render.html) and (https://www.youtube.com/watch?v=cWpFZbjtSQg))
- portals created by this crate are uni-directionnal, you can only look from one space to the other, if you want a bidirectional portal you can crate two portals manually
- this crate doesn't handle "portal recursion", as in viewing a portal through another portal
- portals created by this crate have no visible borders (not counting aliasing artifacts), you can "see" them with DebugPortal
- this crate doesn't handle moving stuff through the portal, it is only visual, more like a crystal ball
- this crate doesn't handle raycasting through the portal, it has to be done manually
- this crate doesn't handle resizing window/viewport of the main camera
- this crate doesn't handle changing the portal's or the destination's scale