#![allow(clippy::unnecessary_cast)] use avian2d::{math::*, prelude::*}; use bevy::{ prelude::*, sprite::{MaterialMesh2dBundle, Mesh2dHandle}, window::PrimaryWindow, }; use examples_common_2d::ExampleCommonPlugin; fn main() { App::new() .add_plugins(( DefaultPlugins, ExampleCommonPlugin, PhysicsPlugins::default(), )) .insert_resource(ClearColor(Color::srgb(0.05, 0.05, 0.1))) .insert_resource(SubstepCount(50)) .insert_resource(Gravity(Vector::NEG_Y * 1000.0)) .add_systems(Startup, setup) .add_systems(Update, follow_mouse) .run(); } #[derive(Component)] struct FollowMouse; fn setup( mut commands: Commands, mut materials: ResMut>, mut meshes: ResMut>, ) { commands.spawn(Camera2dBundle::default()); let particle_count = 100; let particle_radius = 1.2; let particle_mesh: Mesh2dHandle = meshes.add(Circle::new(particle_radius as f32)).into(); let particle_material = materials.add(Color::srgb(0.2, 0.7, 0.9)); // Spawn kinematic particle that can follow the mouse let mut previous_particle = commands .spawn(( RigidBody::Kinematic, FollowMouse, MaterialMesh2dBundle { mesh: particle_mesh.clone(), material: particle_material.clone(), ..default() }, )) .id(); // Spawn the rest of the particles, connecting each one to the previous one with joints for i in 1..particle_count { let current_particle = commands .spawn(( RigidBody::Dynamic, MassPropertiesBundle::new_computed(&Collider::circle(particle_radius), 1.0), MaterialMesh2dBundle { mesh: particle_mesh.clone(), material: particle_material.clone(), transform: Transform::from_xyz( 0.0, -i as f32 * (particle_radius as f32 * 2.0 + 1.0), 0.0, ), ..default() }, )) .id(); commands.spawn( RevoluteJoint::new(previous_particle, current_particle) .with_local_anchor_2(Vector::Y * (particle_radius * 2.0 + 1.0)) .with_compliance(0.0000001), ); previous_particle = current_particle; } } fn follow_mouse( buttons: Res>, windows: Query<&Window, With>, camera: Query<(&Camera, &GlobalTransform)>, mut follower: Query<&mut Transform, With>, ) { if buttons.pressed(MouseButton::Left) { let window = windows.single(); let (camera, camera_transform) = camera.single(); let mut follower_position = follower.single_mut(); if let Some(cursor_world_pos) = window .cursor_position() .and_then(|cursor| camera.viewport_to_world_2d(camera_transform, cursor)) { follower_position.translation = cursor_world_pos.extend(follower_position.translation.z); } } }