Crate bevy_landmass
source ·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::*;
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()).id();
let nav_mesh_handle = nav_meshes.reserve_handle();
commands
.spawn((
TransformBundle::default(),
Island2dBundle {
island: Island,
archipelago_ref: ArchipelagoRef2d::new(archipelago_id),
nav_mesh: 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((
TransformBundle {
local: Transform::from_translation(Vec3::new(1.5, 1.5, 0.0)),
..Default::default()
},
Agent2dBundle {
agent: Agent {
radius: 0.5,
desired_speed: 1.0,
max_speed: 2.0,
},
archipelago_ref: ArchipelagoRef2d::new(archipelago_id),
target: AgentTarget2d::Point(Vec2::new(1.5, 3.5)),
velocity: Default::default(),
state: Default::default(),
desired_velocity: Default::default(),
}
));
}
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§
- An agent. See
crate::AgentBundle
for required related components. - 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).
- The current desired velocity of the agent. This is set by
landmass
(during [LandmassSystemSet::Output
]). - Options that apply to all agents
- An archipelago, holding the internal state of
landmass
. - A reference to an archipelago.
- A character. See
crate::CharacterBundle
for required related components. - 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).
- A marker component that an entity is an island.
- 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).
- An asset holding a
landmass
nav mesh. - A navigation mesh.
- A unique type of node.
- A point on the navigation meshes.
- A navigation mesh which has been validated and derived data has been computed.
- The current velocity of the agent/character. This must be set to match whatever speed the agent/character is going.
Enums§
- The state of an agent.
- The current target of the entity. Note this can be set by either reinserting the component, or dereferencing:
- An error from finding a path between two sampled points.
- System set for
landmass
systems. - An error for creating a new node type.
- An error while sampling a point.
- An error for settings the cost of an existing node type.
- The condition to consider the agent as having reached its target. When this condition is satisfied, the agent will stop moving.
- An error when validating a navigation mesh.