Bevy SVG map
Load paths from an SVG directly into bevy. The properties of the lines (color, opacity, fill...) can be used to programmatically add functionality, setting the foundation for a very weird workflow: Vector Graphics programmatically to Bevy!
Notice that it has some problems to transform the units to the world and it's far from being production-ready!
Getting started
Add the library to your project's Cargo.toml
(check last published version):
[]
= "0.1"
The library provides a function to be used inside a bevy's startup_system.
Here, we are loading the file ex.svg
under the assets/
directory.
use load_svg_map;
use *;
// We need to provide a struct implementing the StyleStrategy
// leave it as default, we'll come back to this later
;
That should display some lines as in the image on the top. However, they are plain
black (default for StyleStrategy
). What about using the colors from the SVG
path strokes?
// we're now also using SvgStyle
use ;
use *;
;
OK, that's a bit more interesting. Notice how SvgStyle
exposes properties of the
style of the SVG path. For each of these paths, the color_decider
function will be
applied to... well.. decide its color.
Finally, to provide some actually useful functionality, we can apply arbitrary functions to each component created from the path.
// ... same as before
// This Component will be added to each SpriteComponents created from a path
Check out more properties to extract from SvgStyle
in the documentation!
Troubleshooting
Set up your Document Properties (in Inkscape Ctrl+Shift+D) to pixels so that you get the right world units.
Features
- Load Horizontal and Vertical lines.
- Load other types of svgtypes
PathSegment
s. - Provide a strategy trait to use the style to add Components and materials.
- Handling of units.