Expand description
§bevy_rich_text3d
Mesh based raster rich text implementation for bevy
.
§Overview
This crate is similar to bevy_text
but aims to be more user friendly and powerful.
Unlike bevy_text
, this crate renders text as a Mesh
and an Image
atlas. This not only works
with StandardMaterial
but also can be empowered by user defined shaders.
We render each glyph as a separate quad, meaning in shaders, we can easily manipulate
individual glyphs for different effects. Additionally we support exporting specific values
like glyph count, glyph position or user defined magic numbers via the uv1
field.
§Getting Started
Add plugins:
app.add_plugins(Text3dPlugin{
default_atlas_dimension: (1024, 1024),
load_system_fonts: true,
load_font_directories: vec!["assets/fonts".to_owned()]
..Default::default()
})
Spawn a Text3d
.
commands.spawn(
Text3d::new("Hello, World!"),
// Mesh2d also works
Mesh3d::default(),
MeshMaterial3d(materials.add(
StandardMaterial {
base_color_texture: Some(TextAtlas::DEFAULT_IMAGE.clone()),
alpha_mode: AlphaMode::Blend,
..Default::default()
}
))
)
§Rich Text
Rich text can be created from a string using the Text3d::parse
function. We support a
simple syntax like {style:value}
which is equivalent to <style>value</style>
in html,
and {value}
, which acts as a dynamic value that can be fetched from the world.
See documentation on Text3d::parse
for up-to-date syntax.
§Dependencies
cosmic_text
Cosmic text is used for layout.
zeno
Used for tesselation, this is the same render engine as bevy_text
, cosmic_text
and swash
.
We use this crate directly since we do not use swash
.
bevy
Bevy’s asset system functions as an alternative to swash
.
§Glyph Atlas
We store rendered glyphs inside a texture atlas in the component TextAtlasHandle
.
If you did not create a new one, all glyphs will be cached inside the same
default texture, and you can use the convenient TextAtlas::DEFAULT_IMAGE
as the image in your materials.
However, if you need more control over where your glyphs are stored, you can manually
create a TextAtlas
and Image
alongside your Text3d
, they can be managed the same way
as other assets.
§FAQ
- How do I add fonts?
Either add them in the plugin or
add them via Res<TextRenderer>::db_mut()
, see cosmic_text
’s documentation for details.
- Some characters are missing when text changes
You must add TouchTextMaterial*dPlugin
to get around a change detection issue in bevy.
This is a band-aid solution intended to be removed later as we wait for a fix upstream.
- My glyphs are blurry
You may want to manually set the scale_factor
in Text3dPluginSettings
.
- App stutters when text are first drawn
Asynchronous text rasterization is not implemented, future releases will attempt to address this issue.
§Versions
bevy | bevy_rich_text3d |
---|---|
0.15 | 0.1-latest |
§License
Licensed under either of
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.
§Contribution
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
Re-exports§
pub use cosmic_text;
Structs§
- Fetched
Text Segment - A string segment on a component, as opposed to in a
Text3d
. - Segment
Style - Text style of a segment.
- Shared
Text Segment - Prevent
Text3d
from despawning aFetchedTextSegment
on remove. - Text3d
- A rich text component.
- Text3d
Bounds - Determines the maximum width of rendered text, by default infinite.
- Text3d
Dimension Out - Size of the output mesh’s
Aabb
. - Text3d
Plugin - Text3d Plugin, add [
Text3dPluginSettings
] before this to modify its behavior. - Text3d
Set SystemSet
of text3d rendering inPostUpdate
before transforms.- Text3d
Styling - Default text style of a rich text component.
- Text
Anchor - Anchor of a text block, usually in
(-0.5, -0.5)..=(0.5, 0.5)
. - Text
Atlas - Backing image handle and atlas of [
Text3d
]. - Text
Atlas Handle Component
of aHandle<TextAtlas>
, if left as default, will use the sharedTextAtlas::DEFAULT_IMAGE
as the underlying image.- Text
Fetch - A component that fetches data as a string from the world.
- Text
Renderer - Newtype for
cosmic_text::FontSystem
. - Touch
Text Material2d Plugin - This plugin must be added if you want text changes to affect the material, this works by mutably dereferencing the material to signal a change.
- Touch
Text Material3d Plugin - This plugin must be added if you want text changes to affect the material, this works by mutably dereferencing the material to signal a change.
Enums§
- Glyph
Meta - Determines what kind of data each field in
uv1
carry. - Parse
Error - Error emitted when parsing rich text.
- Text3d
Segment - A string segment in
Text3d
. - Text
Align - Horizontal align of text.