├── .gitignore ├── .vscode ├── launch.json └── tasks.json ├── Cargo.lock ├── Cargo.toml ├── README.md ├── assets ├── Animated Characters 2 │ ├── characterMedium.bin │ ├── characterMedium.gltf │ └── cyborgFemaleA.png ├── character_controller_playground.bin ├── character_controller_playground.gltf ├── cube.bin ├── cube.gltf ├── floor_albedo.png ├── pentagon.bin ├── pentagon.gltf └── ramp_albedo.png └── src ├── component.rs ├── interaction_flags.rs ├── main.rs ├── player.rs ├── resource.rs └── setup.rs /.gitignore: -------------------------------------------------------------------------------- 1 | /target 2 | /master -------------------------------------------------------------------------------- /.vscode/launch.json: -------------------------------------------------------------------------------- 1 | { 2 | // Use IntelliSense to learn about possible attributes. 3 | // Hover to view descriptions of existing attributes. 4 | // For more information, visit: 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-------------------------------------------------------------------------------- /src/component.rs: -------------------------------------------------------------------------------- 1 | use bevy::scene::InstanceId; 2 | 3 | pub struct BuildSceneCollider(pub InstanceId); -------------------------------------------------------------------------------- /src/interaction_flags.rs: -------------------------------------------------------------------------------- 1 | pub const PLAYER: u16 = 0b1; 2 | pub const STATIC_GEOMETRY: u16 = 0b10; -------------------------------------------------------------------------------- /src/main.rs: -------------------------------------------------------------------------------- 1 | mod setup; 2 | mod component; 3 | mod resource; 4 | mod player; 5 | mod interaction_flags; 6 | 7 | use bevy::{prelude::*, render::mesh::{ 8 | Indices, 9 | VertexAttributeValues 10 | }}; 11 | use bevy_rapier3d::{na::Point3, physics::*, rapier::dynamics::{ 12 | RigidBodyBuilder, 13 | }, rapier::geometry::*}; 14 | 15 | use component::BuildSceneCollider; 16 | use resource::{InputBindingPlugin, MouseEventState}; 17 | 18 | fn main() { 19 | App::build() 20 | .add_resource(Msaa { samples: 4 }) 21 | .init_resource::() 22 | .add_plugins(DefaultPlugins) 23 | .add_plugin(InputBindingPlugin) 24 | .add_plugin(RapierPhysicsPlugin) 25 | .add_startup_system(setup.system()) 26 | .add_system(load_collider.system()) 27 | .add_system(player::update_player.system()) 28 | .run(); 29 | } 30 | 31 | pub fn setup( 32 | commands: &mut Commands, 33 | asset_server: Res, 34 | mut scene_spawner: ResMut, 35 | ) { 36 | let instance_id = scene_spawner.spawn(asset_server.load("character_controller_playground.gltf")); 37 | commands.spawn((component::BuildSceneCollider(instance_id),)); 38 | 39 | commands.spawn(LightBundle { 40 | transform: Transform::from_translation(Vec3::new(4.0, 5.0, 4.0)), 41 | ..Default::default() 42 | }); 43 | } 44 | 45 | // TODO WT: Loading stage. 46 | fn load_collider( 47 | commands: &mut Commands, 48 | meshes: Res>, 49 | asset_server: Res, 50 | mut scene_spawner: ResMut, 51 | queries: QuerySet<( 52 | Query<(Entity, &BuildSceneCollider)>, 53 | Query<&Handle>, 54 | )>, 55 | mut done: Local, 56 | ) { 57 | if *done { 58 | return; 59 | } 60 | 61 | for (tag_entity, build_collider) in queries.q0().iter() { 62 | if let Some(entity_iter) = scene_spawner.iter_instance_entities(build_collider.0) { 63 | entity_iter.for_each(|entity| { 64 | if let Ok(mesh_handle) = queries.q1().get(entity) { 65 | if let Some(mesh) = meshes.get(mesh_handle) { 66 | let groups = InteractionGroups::all().with_groups(interaction_flags::STATIC_GEOMETRY); 67 | let collider = create_collider_for_mesh(mesh) 68 | .collision_groups(groups); 69 | 70 | let rigid = RigidBodyBuilder::new_static(); 71 | 72 | commands.insert(entity, (collider, rigid)); 73 | } 74 | } 75 | commands.despawn(tag_entity); 76 | 77 | *done = true; 78 | }); 79 | } 80 | } 81 | 82 | if *done { 83 | let player_entity = player::create_instance(commands); 84 | scene_spawner.spawn_as_child(asset_server.load("Animated Characters 2/characterMedium.gltf"), player_entity); 85 | } 86 | } 87 | 88 | fn create_collider_for_mesh(mesh: &Mesh) -> ColliderBuilder { 89 | let verts = mesh.attribute(Mesh::ATTRIBUTE_POSITION).unwrap(); 90 | 91 | let verts: &Vec<[f32; 3]> = match verts { 92 | VertexAttributeValues::Float3(vert) => Some(vert), 93 | _ => None 94 | }.unwrap(); 95 | let verts: Vec> = verts.iter().map(|vert| { 96 | Point3::new(vert[0], vert[1], vert[2]) 97 | }).collect(); 98 | 99 | let indices: Vec> = match mesh.indices().unwrap() { 100 | Indices::U32(i) => Some(i), 101 | _ => None, 102 | }.unwrap().chunks(3).map(|tri| { 103 | Point3::new(tri[0], tri[1], tri[2]) 104 | }).collect(); 105 | 106 | ColliderBuilder::trimesh(verts.clone(), indices.clone()) 107 | } -------------------------------------------------------------------------------- /src/player.rs: -------------------------------------------------------------------------------- 1 | use bevy::prelude::*; 2 | use bevy_rapier3d::{na::{Point3, UnitQuaternion, Vector3}, physics::*, rapier::{dynamics::{RigidBodyBuilder, RigidBodySet}, geometry::{ColliderBuilder, ColliderSet, InteractionGroups, Ray}, pipeline::QueryPipeline}}; 3 | use resource::InputBindings; 4 | 5 | use crate::{ 6 | interaction_flags, 7 | resource 8 | }; 9 | 10 | #[derive(Debug)] 11 | pub struct CharacterController { 12 | pub yaw: f32, 13 | 14 | pub camera_distance: f32, 15 | pub camera_pitch: f32, 16 | pub camera_entity: Option, 17 | 18 | pub grounded: bool, 19 | } 20 | 21 | impl Default for CharacterController { 22 | fn default() -> Self { 23 | CharacterController { 24 | yaw: 0., 25 | 26 | camera_distance: 20., 27 | camera_pitch: 30.0f32.to_radians(), 28 | camera_entity: None, 29 | grounded: true, 30 | } 31 | } 32 | } 33 | 34 | pub fn create_instance(commands: &mut Commands) -> Entity { 35 | let camera_entity = commands.spawn(Camera3dBundle::default()).current_entity(); 36 | 37 | let player_entity = commands 38 | .spawn(( 39 | CharacterController { 40 | camera_entity, 41 | camera_distance: 20., 42 | ..Default::default() 43 | }, 44 | Transform::default(), 45 | GlobalTransform::default(), 46 | RigidBodyBuilder::new_dynamic() 47 | .lock_rotations() 48 | .mass(1., false) 49 | .sleeping(true), 50 | ColliderBuilder::capsule_y(0.25, 0.25) 51 | .translation(0.0, 0.5, 0.0) 52 | .collision_groups(InteractionGroups::all().with_groups(interaction_flags::PLAYER)) 53 | )).current_entity().unwrap(); 54 | 55 | // Append camera to player as child. 56 | commands.push_children(player_entity, &[camera_entity.unwrap()]); 57 | 58 | player_entity 59 | } 60 | 61 | pub fn update_player( 62 | time: Res