bevy_landmass

Crates.iobevy_landmass
lib.rsbevy_landmass
version0.6.0
sourcesrc
created_at2023-06-26 04:20:48.135475
updated_at2024-07-06 08:13:53.406966
descriptionA plugin for Bevy to handle navigation of AI characters.
homepage
repositoryhttps://github.com/andriyDev/landmass
max_upload_size
id900030
size172,939
(andriyDev)

documentation

README

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:

  1. Add LandmassPlugin to your app.
  2. Spawn an entity with an Archipelago component.
  3. Spawn an entity with an IslandBundle, a TransformBundle (or any other bundle which includes a Transform and GlobalTransform), and an IslandNavMesh component.
  4. Spawn entities with the AgentBundle and a TransformBundle (or any other bundle which includes a Transform and GlobalTransform).

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(LandmassPlugin)
    .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<NavMesh>>,
) {
  let archipelago_id = commands.spawn(Archipelago::new()).id();

  let nav_mesh_handle = nav_meshes.reserve_handle();

  commands
    .spawn((
      TransformBundle::default(),
      IslandBundle {
        island: Island,
        archipelago_ref: ArchipelagoRef(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(NavigationMesh {
      mesh_bounds: None,
      vertices: vec![
        bevy_landmass::Vec3::new(1.0, 0.0, 1.0),
        bevy_landmass::Vec3::new(2.0, 0.0, 1.0),
        bevy_landmass::Vec3::new(2.0, 0.0, 2.0),
        bevy_landmass::Vec3::new(1.0, 0.0, 2.0),
        bevy_landmass::Vec3::new(2.0, 0.0, 3.0),
        bevy_landmass::Vec3::new(1.0, 0.0, 3.0),
        bevy_landmass::Vec3::new(2.0, 0.0, 4.0),
        bevy_landmass::Vec3::new(1.0, 0.0, 4.0),
      ],
      polygons: vec![
        vec![0, 1, 2, 3],
        vec![3, 2, 4, 5],
        vec![5, 4, 6, 7],
      ],
    }.validate().expect("is valid"));
  nav_meshes.insert(&nav_mesh_handle, NavMesh(nav_mesh));

  commands.spawn(TransformBundle {
    local: Transform::from_translation(Vec3::new(1.5, 0.0, 1.5)),
    ..Default::default()
  }).insert(AgentBundle {
    agent: Agent {
      radius: 0.5,
      max_velocity: 1.0,
    },
    archipelago_ref: ArchipelagoRef(archipelago_id),
    target: AgentTarget::Point(Vec3::new(1.5, 0.0, 3.5)),
    velocity: Default::default(),
    state: Default::default(),
    desired_velocity: Default::default(),
  });
}

fn print_desired_velocity(query: Query<(Entity, &AgentDesiredVelocity)>) {
  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

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.

Commit count: 267

cargo fmt