Bevy Simple Portals is a Bevy game engine plugin aimed to create portals.

Overview

Portals for Bevy

crates.io MIT/Apache 2.0 Bevy tracking

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!

Portal Cube example Moving portals and destination example Mirror example

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
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Comments
  • Add register type and some derive reflects

    Add register type and some derive reflects

    For compatibility with bevy_inspector_egui, this could be handy ; maybe we should consider providing it behind a feature ? I'd say it's fine like that but I'll let you judge :)

    opened by Vrixyz 2
  • find first camera rather than get_single

    find first camera rather than get_single

    naive approach to the camera get_single ; also another idea for formatting, but we might want to support more editors, so it's quickly a lot of conf files :/

    opened by Vrixyz 2
  • format

    format

    to start a discussion about cargo fmt, consider where the default is not good, whether we can configure it and/or want it.

    I think it's important if we ever want contributors, because a lot of rust users have cargo fmt on save so it's a bummer when we have hundreds of changes applied in this repo.

    There is also https://rust-lang.github.io/rustfmt/?version=v1.5.1&search=#ignore which allows us to clearly say "don't run cargo fmt", but it's unstable so it might not be a good option. We could try to bump the issue or try to contribute...

    opened by Vrixyz 0
Releases(v0.1.0)
Owner
Sélène Amanita
Sélène Amanita
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