heron 0.10.0

An ergonomic physics API for 2d and 3d bevy games. (powered by rapier)
Documentation

Heron

License Crates.io Docs dependency status Bevy tracking Build Zenhub

An ergonomic physics API for 2d and 3d bevy games. (powered by rapier)

How it looks like

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 components...
        .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,
}

Installation

For a 3d game:

bevy = "^0.5.0"
heron = { version = "0.10.0", features = ["3d"] }

For a 2d game:

bevy = "^0.5.0"
heron = { version = "0.10.0", features = ["2d"] }

Bevy Version Supported

bevy heron
0.5 >= 0.4
0.4 < 0.4

Design principles

  • 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.

Feature flags

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.

  • 3d Enable simulation on the 3 axes x, y, and z. Incompatible with the feature 2d.
  • 2d Enable simulation only on the first 2 axes x and y. Incompatible with the feature 3d, therefore require to disable the default features.
  • debug-2d Render 2d collision shapes. Works only in 2d, support for 3d may be added later.

Contribute / Contact

You can open issues/discussions here or you can discuss with me (Jomag#2675) in the bevy discord

See how to contribute