A plugin for implementing picking up dynamic rigid bodies in Avian physics for the Bevy engine. Modeled after Half Life 2's gravity gun.
- 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
.
- Parts of the plugin use randomness, which can be overridden by a user-provided
- 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 :)
- 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).
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(),
));
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.
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!() }
avian_pickup |
avian |
bevy |
---|---|---|
main |
main |
0.14 |