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A plugin for implementing picking up dynamic rigid bodies in Avian physics for the Bevy engine. Modeled after Half Life 2's gravity gun.

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license-apache.txt
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janhohenheim/avian_pickup

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Avian Pickup

A plugin for implementing picking up dynamic rigid bodies in Avian physics for the Bevy engine. Modeled after Half Life 2's gravity gun.

Examples

examples/play_catch.rs:

A video showing the player playing catch with an NPC

Features

  • Pick up nearby dynamic rigid bodies.
  • Pull far away ones towards you.
  • Throw them around or drop them gently.
  • Manipulate them while holding them, a bit like how the physics gun in Garry's Mod works.
  • Nearly everything is configurable. Lots of knobs to turn, if you feel like it!
    • The default configuration is set up to emulate picking things up with your hands.
    • Can very easily be configured to emulate a gravity gun or a tractor beam.
  • Scheduled in fixed updates for deterministic physics.
    • Parts of the plugin use randomness, which can be overridden by a user-provided Rng.
  • Events keep you informed about what's happening so you can react with sound effects, particles, etc.
  • Works for the player and AI alike.
    • Input is done with events, so you can provide your own input system.
  • I think the documentation is alright :)

Limitations

  • Since the physics are running only in fixed updates but are also right in front of the camera, which should run in a variable update, you need some sort of interpolation to make it look good. I recommend bevy_transform_interpolation.
  • Only a single object can be picked up per actor at a time.
  • An object cannot be pulled away while it is being held by someone else.
  • Only works in 3D.
  • Only works with dynamic rigid bodies, not static or kinematic ones.
  • Performance should be alrigt, but I did not optimize much for it.
  • Not tested with complex collider hierarchies or compound colliders.
  • Not tested with networking.
  • Not tested with Wasm (pretty sure it should work, though).

Guide

Installation

cargo add avian_pickup --git https://github.com/janhohenheim/avian_pickup

it's not on crates.io yet because I'm waiting for a new Avian release, as this was made targeting the main branch. This means you also need to use the main branch of Avian:

cargo add avian3d --git https://github.com/Jondolf/avian

Additionally, you need some sort of interpolation for anything to look smooth at all:

cargo add avian_interpolation3d --git https://github.com/janhohenheim/avian_interpolation

Finally, add these plugins to your app. Make sure to add Avian Pickup after Avian:

use bevy::prelude::*;
use avian3d::prelude::*;
use avian_pickup::prelude::*;
use avian_interpolation3d::prelude::*;

App::new()
    .add_plugins((
        DefaultPlugins,
        // Add Avian
        PhysicsPlugins::default(),
        // Add Avian Pickup
        AvianPickupPlugin::default(),
        // Add interpolation
        AvianInterpolationPlugin::default(),
    ));

Usage

The main two concepts of Avian Pickup are actors and props. It's simple:

  • An actor is something that can pick up props. These are spatial entities with an AvianPickupActor component.
  • An prop is an object to be picked up. These are spatial entities with a regular old RigidBody::Dynamic component and associated colliders.

As such, this is the minimum version of these two:

use bevy::prelude::*;
use avian3d::prelude::*;
use avian_pickup::prelude::*;

fn setup(mut commands: Commands) {
    // Actor
    commands.spawn((
        SpatialBundle::default(),
        AvianPickupActor::default(),
    ));

    // Prop
    commands.spawn((
        SpatialBundle::default(),
        RigidBody::Dynamic,
        Collider::sphere(0.5),
    ));
}

In order for an actor to try picking up a prop, you need to send an AvianPickupInput event:

use bevy::prelude::*;
use avian_pickup::prelude::*;

fn handle_input(
    mut avian_pickup_input_writer: EventWriter<AvianPickupInput>,
) {
    let actor_entity = todo!("Your entity goes here");
    avian_pickup_input_writer.send(AvianPickupInput {
        action: AvianPickupAction::Pull,
        actor: actor_entity,
    }); 
}

When using a AvianPickupAction::Pull action, the actor will try to pull the nearest prop they're facing towards them. Once they have picked it up, its AvianPickupActorState will reflect that by becoming AvianPickupActorState::Holding(..). Note that AvianPickupActorState is a component that will automatically get added to every actor.

That's it! You can use other actions to further instruct the actor to manipulate the prop. The AvianPickupActor holds a lot of configuration options to tweak the behavior of the actor. Many of these can be overridden for a specific prop by using components in the prop module. Finally, you can also read the events in the output module to react to what's happening.

First Personal Camera

If you want to use a first person perspective for your player and allow him to be an AvianPickupActor, you need to make sure to move the camera before the physics update takes place. Usually, all movement code for physicsal entities in the world should be in the fixed timestep, but the camera is a notable exception. A player will want to have a camera that works as smoothly as possible and updates every frame. That's why you need to place the camera in the last variable timestep schedule before the physics update. You do this like so:

use bevy::{
    app::RunFixedMainLoop,
    prelude::*,
    time::run_fixed_main_schedule,
};

App::new()
    .add_systems(
        RunFixedMainLoop,
        move_camera.before(run_fixed_main_schedule),
    );

fn move_camera() { todo!() }

Version Compatibility

avian_pickup avian bevy
main main 0.14

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A plugin for implementing picking up dynamic rigid bodies in Avian physics for the Bevy engine. Modeled after Half Life 2's gravity gun.

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Apache-2.0, MIT licenses found

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Apache-2.0
license-apache.txt
MIT
license-mit.txt

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