-
-
Notifications
You must be signed in to change notification settings - Fork 296
Open
Labels
Description
Some cubes passed through the floor:
//cargo.tom
[package]
name = "bevy_rapier"
version = "0.1.0"
edition = "2024"
[dependencies]
bevy = "0.15.3"
bevy_rapier3d = {version = "0.29.0", features = ["debug-render-3d"]}
rand = "0.9.0"
//main.rs
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
//.add_plugins(RapierDebugRenderPlugin::default())
.add_systems(Startup, setup_graphics)
.add_systems(Startup, setup_physics)
.add_systems(Update, (spawn_cube_timer, despawn_cubes, display_cube_count))
.run();
}
fn setup_graphics(mut commands: Commands) {
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-5.5, 5.5, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Text::default(),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn setup_physics(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>,mut materials: ResMut<Assets<StandardMaterial>>,) {
let r = rand::random::<u8>();
let g = rand::random::<u8>();
let b = rand::random::<u8>();
commands.spawn((
Mesh3d(meshes.add(Cylinder::new(10.0, 0.1))),
RigidBody::Fixed,
Restitution::coefficient(0.4),
Collider::cylinder(0.05, 10.0),
MeshMaterial3d(materials.add(Color::srgb_u8(r, g, b))),
Transform::from_xyz(0.0, -2.0, 0.0))
);
}
fn spawn_cube_timer(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
time: Res<Time>,
mut next_spawn: Local<f32>,
) {
if time.elapsed_secs() > *next_spawn {
// 每200ms生成一次
*next_spawn = time.elapsed_secs() + 1.0;
// 生成随机颜色
let r = rand::random::<u8>();
let g = rand::random::<u8>();
let b = rand::random::<u8>();
// 生成随机角度和半径
let angle = rand::random::<f32>() * std::f32::consts::PI * 2.0;
let radius = rand::random::<f32>() * 4.0;
// 计算x和z坐标
let x = radius * angle.cos();
let z = radius * angle.sin();
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(0.1, 0.1, 0.1))),
RigidBody::Dynamic,
Restitution::coefficient(0.2),
Collider::cuboid(0.05, 0.05, 0.05),
MeshMaterial3d(materials.add(Color::srgb_u8(r, g, b))),
//Velocity::angular(Vec3::new(1.0, 1.0, 1.0)),
Transform::from_xyz(x, 20.0, z),
));
}
}
fn despawn_cubes(
mut commands: Commands,
query: Query<(Entity, &Transform)>,
) {
for (entity, transform) in query.iter() {
if transform.translation.y < -20.0 {
commands.entity(entity).despawn();
}
}
}
fn display_cube_count(
query: Query<&Transform>,
mut text: Single<&mut Text>,
) {
let count = query.iter().filter(|transform| transform.translation.y > -20.0).count();
text.0 = "Cube Count: ".to_owned() + &count.to_string();
}