An ergonomic physics API for 2d and 3d bevy games. (powered by rapier)
use bevy::prelude::*;
use heron::prelude::*;
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_plugin(PhysicsPlugin::default()) // Add the plugin
.insert_resource(Gravity::from(Vec3::new(0.0, -9.81, 0.0))) // Optionally define gravity
.add_startup_system(spawn.system())
.run();
}
fn spawn(mut commands: Commands) {
commands
// Spawn any bundle of your choice. Only make sure there is a `GlobalTransform`
.spawn_bundle(SpriteBundle::default())
// Make it a rigid body
.insert(RigidBody::Dynamic)
// Attach a collision shape
.insert(CollisionShape::Sphere { radius: 10.0 })
// Optionally add other useful copmonents...
.insert(Velocity::from_linear(Vec3::X * 2.0))
.insert(Acceleration::from_linear(Vec3::X * 1.0))
.insert(PhysicMaterial { friction: 1.0, density: 10.0, ..Default::default() })
.insert(RotationConstraints::lock())
.insert(CollisionLayers:none().with_group(Layer::Player).with_mask(Layer::World));
}
// Define your physics layers
#[derive(PhysicsLayer)]
enum Layer {
World,
Player,
Enemies,
}For a 3d game:
bevy = "^0.5.0"
heron = "0.8.0"For a 2d game:
bevy = "^0.5.0"
heron = { version = "0.8.0", default-features = false, features = ["2d"] }| bevy | heron |
|---|---|
| 0.5 | >= 0.4 |
| 0.4 | < 0.4 |
- Use bevy types, resources and components when possible (
Vec3,Quat,Transform,Events, etc.) - Provide a single API that works for both 2d and 3d. (Like bevy does)
- Data oriented. Using this library should look like it is part of bevy.
- Avoid asking the user to lookup in resources via handles. Data should be accessible and modifiable directly in components.
- Hide the actual physics engine. This is an implementation detail the user shouldn't have to care about.
- But, allow advanced users to access the underlying rapier resources, so a user is never blocked by a missing element in the API of heron.
One must choose to use either 2d or 3d (but not both). If none of theses two features is enabled, the PhysicsPlugin won't be available.
3dEnable simulation on the 3 axesx,y, andz. Incompatible with the feature2d.
2dEnable simulation only on the first 2 axesxandy. Incompatible with the feature3d, therefore require to disable the default features.debugRender collision shapes. Works only in 2d, support for 3d will be added later.
You can open issues/discussions here or you can discuss with me (Jomag#2675) in the bevy discord