Crate heron[−][src]
An ergonomic physics API for 2d and 3d bevy games. (powered by rapier)
Get started
Add the dependency
Add the library to Cargo.toml
heron = "0.1.1"
If you are creating a 2d game, change the default features:
heron = { version = "0.1.1", default-features = false, features = ["2d"] }
Note: when debugging you may consider enabling the debug
feature, to render the collision shapes (works only for 2d, at the moment).
Install the plugin
To enable physics and collision detection, the PhysicsPlugin
should be installed
use bevy::prelude::*; use heron::prelude::*; fn main() { App::build() .add_plugins(DefaultPlugins) .add_plugin(PhysicsPlugin::default()) // ... Add your resources and systems .run(); }
Create rigid bodies
To create a rigid body, add the component Body
to the entity, choosing a collision shape.
It will turn the entity into a dynamic rigid body affected by physics.
The position, and rotation is defined by the bevy GlobalTransform
component.
fn spawn(commands: &mut Commands) { commands // Spawn any bundle of your choice. Only make sure there is a `GlobalTransform` .spawn(SpriteBundle::default()) // Make it a physics body, by attaching a collision shape .with(Body::Sphere { radius: 10.0 }) // Optionally define a type (if absent, the body will be *dynamic*) .with(BodyType::Static) // Optionally define the velocity (works only with dynamic and kinematic bodies) .with(Velocity::from(Vec2::unit_x() * 2.0)); }
Control the position
When creating games, it is often useful to interact with the physics engine and move bodies programatically.
For this, you have two options: Updating the Transform
or applying a Velocity
Option 1: Update the Transform (teleport)
If the GlobalTransform
is modified (generally as an effect of modifying the Transform
component),
then the rigid body will be teleported to the new position/rotation, ignoring physic rules.
Option 2: Use the Velocity component
For BodyType::Dynamic
bodies only, one can add a Velocity
component to the entity,
that will move the body over time. Physics rules will be applied normally.
See also
- The different
BodyType
(dynamic, static or sensor) - How to define the world's
Gravity
- How to define the
Restitution
of a rigid body - How to listen to
CollisionEvent
Modules
prelude | Re-exports of the most commons/useful types |
rapier_plugin | Physics behavior powered by rapier |
utils | Utility traits and extensions |
Structs
AxisAngle | An axis-angle representation |
Gravity | Resource that defines world's gravity. |
PhysicsPlugin | Plugin to install in order to enable collision detection and physics behavior. |
Restitution | Component that define the Coefficient of Restitution |
Velocity | Component that defines the linear and angular velocity. |
Enums
Body | Components that defines a body subject to physics and collision |
BodyType | Component that defines the type of rigid body. |
CollisionEvent | An event fired when the collision state between two entities changed |