1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
//! physme is a simple 2d and 3d physics library that doesn't aim for physical
//! accuracy, but instead for a good feel and ergonomics. The engine provides
//! primitives and systems for all the physics goodies you'd expect:
//!
//! - Broad phase
//! - Narrow phase
//! - Manifold solving
//! - Physics step
//! - Draw transform synchronization
//!
//! Creating your first game with physme is as simple as adding one of the
//! physics plugin
//!
//! ```
//! # use bevy::prelude::*;
//! use physme::prelude2d::*;
//! let mut builder = App::build();
//! builder
//! .add_plugin(Physics2dPlugin);
//! ```
//!
//! optionally setting some parameters
//!
//! ```
//! # use bevy::prelude::*;
//! # use physme::prelude2d::*;
//! # let mut builder = App::build();
//! # builder
//! # .add_plugin(Physics2dPlugin)
//! .add_resource(GlobalGravity(Vec2::new(0.0, -500.0)))
//! .add_resource(GlobalFriction(0.90))
//! .add_resource(GlobalStep(15.0));
//! ```
//!
//! and then, in your `setup` function, adding a `RigidBody` component to your
//! entities
//!
//! ```
//! # use bevy::prelude::*;
//! # use physme::prelude2d::*;
//! fn setup(
//! mut commands: Commands,
//! asset_server: Res<AssetServer>,
//! mut materials: ResMut<Assets<ColorMaterial>>,
//! ) {
//! let icon = asset_server.load("assets/icon.png").unwrap();
//! commands
//! .spawn(SpriteComponents {
//! material: materials.add(icon.into()),
//! ..Default::default()
//! })
//! .with(
//! RigidBody::new(Mass::Real(1.0))
//! .with_status(Status::Semikinematic)
//! .with_position(Vec2::new(0.0, 0.0))
//! .with_terminal(Vec2::new(500.0, 1000.0)),
//! );
//! }
//! ```
//!
//! as well as some children with an arbitrary amount of `Shape` components.
//!
//! ```
//! # use bevy::prelude::*;
//! # use physme::prelude2d::*;
//! # fn setup(
//! # mut commands: Commands,
//! # asset_server: Res<AssetServer>,
//! # mut materials: ResMut<Assets<ColorMaterial>>,
//! # ) {
//! # let icon = asset_server.load("assets/icon.png").unwrap();
//! # commands
//! # .spawn(SpriteComponents {
//! # material: materials.add(icon.into()),
//! # ..Default::default()
//! # })
//! # .with(
//! # RigidBody::new(Mass::Real(1.0))
//! # .with_status(Status::Semikinematic)
//! # .with_position(Vec2::new(0.0, 0.0))
//! # .with_terminal(Vec2::new(500.0, 1000.0)),
//! # )
//! .with_children(|parent| {
//! parent.spawn((Shape::from(Size::new(28.0, 28.0)),));
//! });
//! # }
//! ```
//!
//! And there you go! This will perform all the physics updates on every
//! frame of the game.