Expand description
§bevy_landmass
A plugin for Bevy to allow using landmass conveniently.
§Overview
bevy_landmass
allows using a navigation mesh to determine the desired move
direction for characters using pathfinding.
To use bevy_landmass
:
- Add
LandmassPlugin
to your app. - Spawn an entity with an
Archipelago
component. - Spawn an entity with an
IslandBundle
, aTransformBundle
(or any other bundle which includes aTransform
andGlobalTransform
), and anIslandNavMesh
component. - Spawn entities with the
AgentBundle
and aTransformBundle
(or any other bundle which includes aTransform
andGlobalTransform
).
Note the Archipelago
can be created later, even if the agents/islands already
have an ArchipelagoRef
to it. Agents/islands will be added once the
Archipelago
exists.
§Example
use std::sync::Arc;
use bevy::{app::AppExit, prelude::*};
use bevy_landmass::{prelude::*, NavMeshHandle};
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(AssetPlugin::default())
.add_plugins(TransformPlugin)
.add_plugins(Landmass2dPlugin::default())
.add_systems(Startup, set_up_scene)
.add_systems(Update, print_desired_velocity.after(LandmassSystemSet::Output))
.add_systems(Update, quit.after(print_desired_velocity))
.run();
}
fn set_up_scene(
mut commands: Commands,
mut nav_meshes: ResMut<Assets<NavMesh2d>>,
) {
let archipelago_id = commands
.spawn(Archipelago2d::new(AgentOptions::from_agent_radius(0.5)))
.id();
let nav_mesh_handle = nav_meshes.reserve_handle();
commands
.spawn((
Island2dBundle {
island: Island,
archipelago_ref: ArchipelagoRef2d::new(archipelago_id),
nav_mesh: NavMeshHandle(nav_mesh_handle.clone()),
},
));
// The nav mesh can be populated in another system, or even several frames
// later.
let nav_mesh = Arc::new(NavigationMesh2d {
vertices: vec![
Vec2::new(1.0, 1.0),
Vec2::new(2.0, 1.0),
Vec2::new(2.0, 2.0),
Vec2::new(1.0, 2.0),
Vec2::new(2.0, 3.0),
Vec2::new(1.0, 3.0),
Vec2::new(2.0, 4.0),
Vec2::new(1.0, 4.0),
],
polygons: vec![
vec![0, 1, 2, 3],
vec![3, 2, 4, 5],
vec![5, 4, 6, 7],
],
polygon_type_indices: vec![0, 0, 0],
}.validate().expect("is valid"));
nav_meshes.insert(&nav_mesh_handle, NavMesh2d{
nav_mesh,
type_index_to_node_type: Default::default(),
});
commands.spawn((
Transform::from_translation(Vec3::new(1.5, 1.5, 0.0)),
Agent2dBundle {
agent: Default::default(),
settings: AgentSettings {
radius: 0.5,
desired_speed: 1.0,
max_speed: 2.0,
},
archipelago_ref: ArchipelagoRef2d::new(archipelago_id),
},
AgentTarget2d::Point(Vec2::new(1.5, 3.5)),
));
}
fn print_desired_velocity(query: Query<(Entity, &AgentDesiredVelocity2d)>) {
for (entity, desired_velocity) in query.iter() {
println!(
"entity={:?}, desired_velocity={}",
entity,
desired_velocity.velocity());
}
}
fn quit(mut exit: EventWriter<AppExit>) {
// Quit so doctests pass.
exit.send(AppExit::Success);
}
§License
License 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.
Modules§
Structs§
- Agent
- A marker component to create all required components for an agent.
- Agent
Bundle - A bundle to create agents. This omits the GlobalTransform component, since this is commonly added in other bundles (which is redundant and can override previous bundles).
- Agent
Desired Velocity - The current desired velocity of the agent. This is set by
landmass
(duringcrate::LandmassSystemSet::Output
). - Agent
Node Type Cost Overrides - Agent
Options - Options that apply to all agents
- Agent
Settings - The settings for an agent. See
crate::AgentBundle
for required related components. - Archipelago
- An archipelago, holding the internal state of
landmass
. - Archipelago
Ref - A reference to an archipelago.
- Character
- A marker component to create all required components for a character.
- Character
Bundle - A bundle to create characters. This omits the GlobalTransform component, since this is commonly added in other bundles (which is redundant and can override previous bundles).
- Character
Settings - A character’s settings. See
crate::CharacterBundle
for required related components. - Island
- A marker component that an entity is an island.
- Island
Bundle - A bundle to create islands. The GlobalTransform component is omitted, since this is commonly added in other bundles (which is redundant and can override previous bundles).
- Landmass
Plugin - NavMesh
- An asset holding a
landmass
nav mesh. - NavMesh
Handle - A handle to a navigation mesh for an
Island
. - Navigation
Mesh - A navigation mesh.
- Node
Type - A unique type of node.
- Point
Sample Distance3d - A
PointSampleDistance
type for 3D coordinate systems. - Sampled
Point - A point on the navigation meshes.
- Valid
Navigation Mesh - A navigation mesh which has been validated and derived data has been computed.
- Velocity
- The current velocity of the agent/character. This must be set to match whatever speed the agent/character is going.
Enums§
- Agent
State - The state of an agent.
- Agent
Target - The current target of the entity. Note this can be set by either reinserting the component, or dereferencing:
- Find
Path Error - An error from finding a path between two sampled points.
- Landmass
System Set - System set for
landmass
systems. - NewNode
Type Error - An error for creating a new node type.
- Sample
Point Error - An error while sampling a point.
- SetNode
Type Cost Error - An error for settings the cost of an existing node type.
- Target
Reached Condition - The condition to consider the agent as having reached its target. When this condition is satisfied, the agent will stop moving.
- Validation
Error - An error when validating a navigation mesh.
Traits§
- From
Agent Radius - A trait to create a default instance based on an agent’s radius.
Type Aliases§
- Agent2d
- Agent2d
Bundle - Agent3d
- Agent3d
Bundle - Agent
Desired Velocity2d - Agent
Desired Velocity3d - Agent
Target2d - Agent
Target3d - Archipelago2d
- Archipelago3d
- Archipelago
Ref2d - Archipelago
Ref3d - Character2d
Bundle - Character3d
Bundle - Island2d
Bundle - Island3d
Bundle - Landmass2d
Plugin - Landmass3d
Plugin - NavMesh2d
- NavMesh3d
- NavMesh
Handle2d - NavMesh
Handle3d - Navigation
Mesh2d - Navigation
Mesh3d - Valid
Navigation Mesh2d - Valid
Navigation Mesh3d - Velocity2d
- Velocity3d