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collision_layers.rs
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collision_layers.rs
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#![allow(clippy::unnecessary_cast)]
use avian2d::{math::*, prelude::*};
use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
use examples_common_2d::ExampleCommonPlugin;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
ExampleCommonPlugin,
// Add physics plugins and specify a units-per-meter scaling factor, 1 meter = 15 pixels.
// The unit allows the engine to tune its parameters for the scale of the world, improving stability.
PhysicsPlugins::default().with_length_unit(15.0),
))
.insert_resource(ClearColor(Color::srgb(0.05, 0.05, 0.1)))
.insert_resource(Gravity(Vector::NEG_Y * 1000.0))
.add_systems(Startup, setup)
.run();
}
// Define the collision layers
#[derive(PhysicsLayer, Default)]
enum Layer {
#[default]
Default,
Blue,
Red,
}
fn setup(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
commands.spawn(Camera2dBundle::default());
// Spawn blue platform that belongs on the blue layer and collides with blue
commands.spawn((
SpriteBundle {
sprite: Sprite {
color: Color::srgb(0.2, 0.7, 0.9),
custom_size: Some(Vec2::new(500.0, 25.0)),
..default()
},
transform: Transform::from_xyz(0.0, -50.0, 0.0),
..default()
},
RigidBody::Static,
Collider::rectangle(500.0, 25.0),
CollisionLayers::new([Layer::Blue], [Layer::Blue]),
));
// Spawn red platform that belongs on the red layer and collides with red
commands.spawn((
SpriteBundle {
sprite: Sprite {
color: Color::srgb(0.9, 0.3, 0.3),
custom_size: Some(Vec2::new(500.0, 25.0)),
..default()
},
transform: Transform::from_xyz(0.0, -200.0, 0.0),
..default()
},
RigidBody::Static,
Collider::rectangle(500.0, 25.0),
CollisionLayers::new([Layer::Red], [Layer::Red]),
));
let marble_radius = 7.5;
let marble_mesh = meshes.add(Circle::new(marble_radius));
// Spawn blue marbles that belong on the blue layer and collide with blue
let blue_material = materials.add(Color::srgb(0.2, 0.7, 0.9));
for x in -6..6 {
for y in 0..4 {
commands.spawn((
MaterialMesh2dBundle {
mesh: marble_mesh.clone().into(),
material: blue_material.clone(),
transform: Transform::from_xyz(
x as f32 * 2.5 * marble_radius,
y as f32 * 2.5 * marble_radius + 200.0,
0.0,
),
..default()
},
RigidBody::Dynamic,
Collider::circle(marble_radius as Scalar),
CollisionLayers::new([Layer::Blue], [Layer::Blue]),
));
}
}
// Spawn red marbles that belong on the red layer and collide with red
let red_material = materials.add(Color::srgb(0.9, 0.3, 0.3));
for x in -6..6 {
for y in -4..0 {
commands.spawn((
MaterialMesh2dBundle {
mesh: marble_mesh.clone().into(),
material: red_material.clone(),
transform: Transform::from_xyz(
x as f32 * 2.5 * marble_radius,
y as f32 * 2.5 * marble_radius + 200.0,
0.0,
),
..default()
},
RigidBody::Dynamic,
Collider::circle(marble_radius as Scalar),
CollisionLayers::new([Layer::Red], [Layer::Red]),
));
}
}
}