Crates.io | oxidized_navigation |
lib.rs | oxidized_navigation |
version | 0.11.0 |
source | src |
created_at | 2023-01-16 18:25:46.023503 |
updated_at | 2024-07-15 11:08:14.055142 |
description | A Nav-Mesh generation plugin for Bevy Engine. |
homepage | https://github.com/TheGrimsey/oxidized_navigation |
repository | https://github.com/TheGrimsey/oxidized_navigation |
max_upload_size | |
id | 760477 |
size | 372,406 |
Tiled Runtime Nav-mesh generation for 3D worlds in Bevy. Based on Recast's Nav-mesh generation but in Rust.
Takes in Parry3d colliders that implement the OxidizedCollider
trait from entities with the NavMeshAffector
component and asynchronously generates tiles of navigation meshes based on NavMeshSettings
. OxidizedCollider
implementations for Bevy Rapier3D and Bevy Xpbd_3D are included under the rapier
and xpbd
features.
Nav-mesh generation:
OxidizedCollider
trait for your collider component that wraps a parry3d::shape::SharedShape
. This is already done for bevy_rapier3d
and bevy_xpbd_3d
.OxidizedNavigationPlugin
as a plugin. (eg. for xpbd OxidizedNavigationPlugin::<Collider>::new(NavMeshSettings {...}
)NavMeshAffector
component and a collider that implements the OxidizedCollider
trait (already implemented for bevy_rapier3d
and bevy_xpbd_3D
) to any entity you want to affect the nav-mesh.At this point nav-meshes will be automatically generated whenever the collider or GlobalTransform
of any entity with a NavMeshAffector
is changed.
Querying the nav-mesh / Pathfinding:
NavMesh
resource.NavMesh::get
. This data is wrapped in an RwLock
.RwLock::read
. This will block until you get read acces on the lock. If a task is already writing to the lock it may take time.query::find_path
with the NavMeshTiles
returned from the RwLock
.Also see the examples for how to run pathfinding in an async task which may be preferable.
I added the
OxidizedNavigationPlugin
to my app and now it won't compile.
You need to use OxidizedNavigationPlugin::<Collider>::new(NavMeshSettings {...}
, where Collider
is either a rapier or xpbd Collider
, or your own custom collider that implements the OxidizedCollider
trait. This is necessary to allow us to be generic over different Collider
components.
When enabling XPBD, I get the error "You must pick a single parry3d feature."
You need to disable the default parry_016
feature as XPBD uses a different version of Parry3d
.
A version of Parry3d
needs to be enabled by default for the crate to be compilable & publishable.
I don't want to use the Rapier3d or XPBD3d physics engines just to generate a navmesh. How do I create my own
parry3d
wrapper component?
You need to create a component that contains a parry3d SharedShape
, then implement the OxidizedCollider
trait. See the parry3d example for a basic example.
Can I use this with the builtin bevy shapes, or my own custom shapes?
Currently only parry3d
colliders are supported, or crates using parry3d
colliders. You'd have to write a function to convert your shapes/bevy shapes into parry3d
colliders.
Why aren't my Xpbd/Parry3d colliders scaled properly?
You need to manually apply your transform's scale to the Xpbd/Parry3d collider's shape.
My physics crate updated and now my nav-meshes won't generate.
This is due to how dependencies are handled, Oxidized Navigation will only interact with the versions specified in Supported Versions. If you want to use other versions you can make cargo use a different version.
How do I draw the Nav-mesh for debugging?
Debug draw is available behind the debug_draw
feature and using the OxidizedNavigationDebugDrawPlugin
see usage in examples.
Crate Version | Bevy Version | Bevy Rapier 3D Version | Bevy Xpbd 3D Version | Parry3d Version |
---|---|---|---|---|
0.11.0 | 0.14 | 0.27 | 0.5 | 0.15/0.16 |
0.10.0 | 0.13 | 0.25 | 0.4 | 0.13 |
0.9.0 | 0.12 | 0.24 | 0.3 | 0.13 |
0.8.0 | 0.12 | 0.23 | 0.3 | 0.13 |
0.7.0 | 0.11 | 0.22 | 0.2 | 0.13 |
0.6.0 | 0.11 | 0.22 | unsupported | unsupported |
0.5.X | 0.10.X | 0.21 | unsupported | unsupported |
0.4.0 | 0.10.X | 0.21 | unsupported | unsupported |
0.3.0 | 0.10.0 | 0.21 | unsupported | unsupported |
0.2.0 | 0.9.X | 0.20 | unsupported | unsupported |
0.1.X | 0.9.X | 0.19 | unsupported | unsupported |
Using an unsupported Rapier, Xpbd, or parry3d version will cause Oxidized Navigation to fail as it tries to get the wrong version of components. In this case you may be able to override which version Oxidized Navigation depends on.
Allow creating nav-mesh from meshes (probably add an option to NavMeshAffector
).
Rebuild all tiles when NavMeshSettings
are changed.
Nav-mesh "layers" using different NavMeshSettings
.
Pathfinding ticket system (Call to pathfinding returns a ticket that one can check later, controlling async pathfinding like this allows us to limit the amount of parallel tasks & prioritize them)
Remove create_nav_mesh_tile_from_poly_mesh
in favor of creating data in the right format from the start.
Add local nav-mesh sub-grids that can be used for moving objects (platforms, ships, etc) without needing to regenerate it's interior every update.