use bevy::prelude::*;
use bevy_xpbd_3d::{math::*, prelude::*, PhysicsSchedule, PhysicsStepSet};
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins);
app.add_plugins(
PhysicsPlugins::default()
.build()
.disable::<BroadPhasePlugin>()
.add(BruteForceBroadPhasePlugin),
);
app.add_systems(Startup, setup).run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(8.0, 8.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
},
RigidBody::Static,
Collider::cuboid(8.0, 0.002, 8.0),
));
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 4.0, 0.0),
..default()
},
RigidBody::Dynamic,
AngularVelocity(Vector::new(2.5, 3.4, 1.6)),
Collider::cuboid(1.0, 1.0, 1.0),
));
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 2_000_000.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-4.0, 6.5, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
pub struct BruteForceBroadPhasePlugin;
impl Plugin for BruteForceBroadPhasePlugin {
fn build(&self, app: &mut App) {
let physics_schedule = app
.get_schedule_mut(PhysicsSchedule)
.expect("add PhysicsSchedule first");
physics_schedule.add_systems(collect_collision_pairs.in_set(PhysicsStepSet::BroadPhase));
}
}
fn collect_collision_pairs(
bodies: Query<(Entity, &ColliderAabb, &RigidBody)>,
mut broad_collision_pairs: ResMut<BroadCollisionPairs>,
) {
broad_collision_pairs.0.clear();
for [(ent_a, aabb_a, rb_a), (ent_b, aabb_b, rb_b)] in bodies.iter_combinations() {
if (rb_a.is_dynamic() || rb_b.is_dynamic()) && aabb_a.intersects(aabb_b) {
broad_collision_pairs.0.push((ent_a, ent_b));
}
}
}