//! This example is a version of Bevy's `3d_shapes` example that uses trimesh colliders for the shapes. //! //! You could also use convex decomposition to generate compound shapes from Bevy meshes. //! The decomposition algorithm can be slow, but the generated colliders are often faster and more robust //! than trimesh colliders. use avian3d::prelude::*; use bevy::{ color::palettes::css::SILVER, prelude::*, render::{ render_asset::RenderAssetUsages, render_resource::{Extent3d, TextureDimension, TextureFormat}, }, }; use examples_common_3d::ExampleCommonPlugin; fn main() { App::new() .add_plugins(( DefaultPlugins.set(ImagePlugin::default_nearest()), ExampleCommonPlugin, PhysicsPlugins::default(), )) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut images: ResMut>, mut materials: ResMut>, ) { let debug_material = materials.add(StandardMaterial { base_color_texture: Some(images.add(uv_debug_texture())), ..default() }); let shapes: [Mesh; 5] = [ Cuboid::default().into(), Capsule3d::default().into(), Torus::default().into(), Cylinder::default().into(), Sphere::new(0.5).into(), ]; let num_shapes = shapes.len(); // Spawn shapes for (i, shape) in shapes.into_iter().enumerate() { commands.spawn(( RigidBody::Dynamic, Collider::trimesh_from_mesh(&shape).unwrap(), PbrBundle { mesh: meshes.add(shape), material: debug_material.clone(), transform: Transform::from_xyz( -10.0 / 2.0 + i as f32 / (num_shapes - 1) as f32 * 10.0, 2.0, 0.0, ) .with_rotation(Quat::from_rotation_x(0.4)), ..default() }, )); } // Ground plane commands.spawn(( RigidBody::Static, Collider::cuboid(50.0, 0.1, 50.0), PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)), material: materials.add(Color::from(SILVER)), transform: Transform::from_xyz(0.0, -1.0, 0.0), ..default() }, )); // Light commands.spawn(PointLightBundle { point_light: PointLight { intensity: 8_000_000.0, range: 100., shadows_enabled: true, ..default() }, transform: Transform::from_xyz(8.0, 16.0, 8.0), ..default() }); // Camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(0.0, 6., 12.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y), ..default() }); } /// Creates a colorful test pattern fn uv_debug_texture() -> Image { const TEXTURE_SIZE: usize = 8; let mut palette: [u8; 32] = [ 255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255, 198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255, ]; let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4]; for y in 0..TEXTURE_SIZE { let offset = TEXTURE_SIZE * y * 4; texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette); palette.rotate_right(4); } Image::new_fill( Extent3d { width: TEXTURE_SIZE as u32, height: TEXTURE_SIZE as u32, depth_or_array_layers: 1, }, TextureDimension::D2, &texture_data, TextureFormat::Rgba8UnormSrgb, RenderAssetUsages::default(), ) }