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Jan Hohenheim
d0dad53253
Merge 67756dd2cd into d08c235122 2024-08-03 19:00:09 +02:00
Jan Hohenheim
67756dd2cd
Fix missing image 2024-08-03 19:00:00 +02:00
Jan Hohenheim
b00ef0a9a8
React to feedback 2024-08-03 18:42:08 +02:00
17 changed files with 149 additions and 118 deletions

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@ -3,6 +3,20 @@
This guide assumes that you have a basic Blenvy setup ready to tinker in. This guide assumes that you have a basic Blenvy setup ready to tinker in.
If you don't have that yet, please refer to the [quickstart](../quickstart/readme.md) guide. If you don't have that yet, please refer to the [quickstart](../quickstart/readme.md) guide.
## Table of Contents
- [Add Avian to Bevy](#add-avian-to-bevy)
- [Prepare your Scenes](#prepare-your-scenes)
- [Create a Rigid Body](#create-a-rigid-body)
- [Add Primitive Colliders](#add-primitive-colliders)
- [Direct](#direct)
- [With Empty](#with-empty)
- [Wireframes](#wireframes)
- [Add Dynamic Colliders](#add-dynamic-colliders)
- [Convex](#convex)
- [Concave](#concave)
- [Other useful components](#other-useful-components)
## Add Avian to Bevy ## Add Avian to Bevy
No big surprises here. Simply add `avian3d` as a dependency by running the following from your project root: No big surprises here. Simply add `avian3d` as a dependency by running the following from your project root:
@ -42,76 +56,41 @@ fn setup(mut commands: Commands) {
Run this once with `cargo.run` to generate a `registry.json` that contains the Avian components. Run this once with `cargo.run` to generate a `registry.json` that contains the Avian components.
## Prepare the Blueprints ## Prepare your Scenes
Set up your `World` and `Library` scenes in Blender. Switch to the `Library` scene. Set up your `World` and `Library` scenes in Blender.
Go into your `World` scene. If you are coming from the [quickstart guide](../quickstart/readme.md), you can remove the `Player` instance as we don't need it in this guide.
If you have created this scene yourself in advance, make sure that it contains a camera, a light, and some kind of ground.
Since the objects are quite big, you may need to move the camera a bit further away to see them all.
We set its Y location to `-15` and the X rotation to `90` for this reason.
Pressing `0` on your numpad will show you a preview of what the camera sees.
For reference, this is how our world setup looks:
<details>
<summary>The world setup before adding any physics</summary>
<img src="img/empty_world.png" width = 100%/>
</details>
Now switch to the `Library` scene.
If you're coming from the [quickstart](../quickstart/readme.md) guide, you may now delete the `Player` collection by If you're coming from the [quickstart](../quickstart/readme.md) guide, you may now delete the `Player` collection by
right-clicking it in the outliner and selecting `Delete Hierarchy` as we don't need it in this guide. right-clicking it in the outliner and selecting `Delete Hierarchy`.
Remember, you can find the outliner all the way to the right. Remember, you can find the outliner all the way to the right.
We will be showing different ways to add colliders, so we need to add a blueprint for each approach. ## Create a Rigid Body
Create three new collections in the outliner by doing `rightclick` -> `New Collection` and name them as follows:
- Cube Create a new collection with `rightclick` -> `New Collection` and name it `Direct`. This name will make sense in the next section.
- Board
- Cylinder
Your outliner should now look like this: Click on the `Direct` collection we just created to select it. Then, go to `Add` -> `Mesh` -> `Cube` in the upper left corner to add a cube to the collection. Leave it at the default transform.
<details>
<summary>Our empty collections</summary>
<img src="img/empty_collections.png" width = 50%/>
</details>
If you accidentally created a collection as a child of another, simply drag-and-drop them around to reorder them until they look like the image above.
### Cube
Click on the `Cube` collection we just created to select it. Then, go to `Add` -> `Mesh` -> `Cube` in the upper left corner to add a cube to the collection. Leave it at the default transform.
### Board
Click on the `Board` collection. Again, go to `Add` -> `Mesh` -> `Cube`. This time, scale it until it looks like a flat board:
<details>
<summary>The cylinder in Blender</summary>
<img src="img/cylinder.png" width = 50%/>
</details>
> [!TIP]
> The above screenshot was made after disabling the visibility of the `Cube` collection by clicking the eye icon in the outliner.
>
> <details>
> <summary>Hiding objects</summary>
> <img src="img/hiding.png" width = 50%/>
> </details>
>
> Hiding other collections becomes quickly essential when working with blueprints.
The scaling we used was the following:
- X: `2.5`
- Y: `0.5`
- Z: `1.5`
### Cylinder
Finally, click on the `Cylinder` collection. Go to `Add` -> `Mesh` -> `Cylinder`. Leave it at the default transform.
You should now have three collections with different shapes in them:
<details>
<summary>Collections with objects in the outliner</summary>
<img src="img/three_object_collection.png" width = 50%/>
</details>
## Add RigidBody Components
Avian makes a distinction between a *rigid body* and its associated *colliders*. Avian makes a distinction between a *rigid body* and its associated *colliders*.
In general, the best practice is to have a parent object be a rigid body and then have at least one descendant object be a collider. In general, the best practice is to have a parent object be a rigid body and then have at least one descendant object be a collider.
Adding the `RigidBody` is the same for all approaches: Add the `RigidBody` as follows:
- select the object in the viewport - select the object in the viewport, i.e. the cube.
- go to the Blenvy menu's component manager. Remember, if are missing the side menu, you can open it with `N`. - go to the Blenvy menu's component manager. Remember, if are missing the side menu, you can open it with `N`.
- type `rigidbody` in the search bar - type `rigidbody` in the search bar
- select `avian3d::dynamics::rigid_body::RigidBody` - select `avian3d::dynamics::rigid_body::RigidBody`
@ -129,7 +108,7 @@ The result should look like this:
</details> </details>
The default value for `RigidBody` is `Dynamic`, which is what we want for all three objects. The default value for `RigidBody` is `Dynamic`, which is what we want for all three objects.
It means that they will be affected by gravity and other forces. Repeat this step for the `Board` and `Cylinder` objects. It means that they will be affected by gravity and other forces.
## Add Primitive Colliders ## Add Primitive Colliders
@ -137,9 +116,9 @@ Colliders come in two flavors: primitive and dynamic. Primitives are made up of
There are three different ways to add primitive colliders to the objects, in order of increasing complexity. There are three different ways to add primitive colliders to the objects, in order of increasing complexity.
### Quick and Dirty ### Direct
Select the cube and search in the components for `colliderconstructor`. Select `avian3d::collision::collider::constructor::ColliderConstructor` and add it. Select the cube we just created and search in the components for `colliderconstructor`. Select `avian3d::collision::collider::constructor::ColliderConstructor` and add it.
By default, the collider will be of the variant `Sphere`. Change it to `Cuboid`. By default, the collider will be of the variant `Sphere`. Change it to `Cuboid`.
Since the standard cube in Blender is of size 2 m, set the `x_length`, `y_length`, and `z_length` all to `2.0`: Since the standard cube in Blender is of size 2 m, set the `x_length`, `y_length`, and `z_length` all to `2.0`:
<details> <details>
@ -153,10 +132,83 @@ That's already it.
> This method brings a major footgun: Blender uses Z-up coordinates, while Bevy uses Y-up coordinates. > This method brings a major footgun: Blender uses Z-up coordinates, while Bevy uses Y-up coordinates.
> The information you enter into the `ColliderConstructor` is in Bevy's coordinate system, so don't mix them up! > The information you enter into the `ColliderConstructor` is in Bevy's coordinate system, so don't mix them up!
### Using Empties To see it in action, we switch to the `World` scene and add and instance of our `Direct` collection with `Add` -> `Collection Instance`.
<details>
<summary>The world scene with the direct collider cube</summary>
<img src="img/direct_in_world.png" width = 50%/>
</details>
Save the scene to let Blenvy export everything and run the game with `cargo run`.
<details>
<summary>The cube falls down</summary>
<img src="img/falling_direct.gif" width = 50%/>
</details>
If everything went right, your cube should fall into the void due to gravity.
Note that it phases right through the ground because we have not yet added a rigid body and collider to it yet.
Click on the ground and add a `RigidBody` component as described before to it, but this time set it to `Static`.
This means that the ground itself will not react to forces such as gravity, but will still affect other rigid bodies.
Add a collider to the ground as before. Make sure that the dimensions of the collider match the dimensions of the ground.
<details>
<summary>Ground collider</summary>
<img src="img/ground collider.png" width = 100%/>
</details>
> [!CAUTION]
> As mentioned before, when using this method you should be aware that the component
> is in Bevy's coordinate system, so set the `y_length` to the *height* of the ground.
Run your game again with `cargo run` to see the cube landing on the ground.
<details>
<summary>The cube falls onto the ground</summary>
<img src="img/falling_direct_on_static.gif" width = 50%/>
</details>
> [!TIP]
> If your scene is doing something weird, try adding Avian's
> [`PhysicsDebugPlugin`](https://docs.rs/avian3d/latest/avian3d/debug_render/struct.PhysicsDebugPlugin.html)
> to your Bevy app to see the colliders at runtime.
> If the collider looks flipped, try switching the Y and Z lengths.
### With Empty
Go back to the `Library` scene. Add a collection named `With Empty`.
> [!TIP]
> If you accidentally created a collection as a child of another, simply drag-and-drop them around to reorder them
With the new collection selected, go to `Add` -> `Mesh` -> `Cube`. Name the new object `Board`.
This time, scale it until it looks like a flat board:
<details>
<summary>The board in Blender</summary>
<img src="img/board.png" width = 50%/>
</details>
> [!TIP]
> The above screenshot was made after disabling the visibility of the `Direct` collection by clicking the eye icon in the outliner.
>
> <details>
> <summary>Hiding objects</summary>
> <img src="img/hiding.png" width = 50%/>
> </details>
>
> Hiding other collections becomes quickly essential when working with blueprints.
The scaling we used was the following:
- X: `2.5`
- Y: `0.5`
- Z: `1.5`
You'll notice that the last variant does not actually show you a preview of the collider. Let's fix that. You'll notice that the last variant does not actually show you a preview of the collider. Let's fix that.
Click on the `Board` and then select `Add` -> `Empty` -> `Cube`. Click on the `With Empty` collection and then select `Add` -> `Empty` -> `Cube`.
To make its properties a bit nice to work with, go to the `Data` tab of the `Properties` window in the lower right: To make its properties a bit nice to work with, go to the `Data` tab of the `Properties` window in the lower right:
<details> <details>
@ -171,7 +223,7 @@ You'll notice that it says "Size: 1m". This is a little bit misleading, as we've
<img src="img/data.png" width = 50%/> <img src="img/data.png" width = 50%/>
</details> </details>
Add a collider to this empty like you did in the ["Quick and Dirty" section](#quick-and-dirty). Add a collider to this empty like you did in the ["Direct" section](#direct).
Set its lengths to `1` this time. Set its lengths to `1` this time.
If you have only the `Empty` set to visible and selected it, your viewport should now look as follows: If you have only the `Empty` set to visible and selected it, your viewport should now look as follows:
@ -235,7 +287,18 @@ You can just use these values as the scale for the `Empty`. After everything is
Note that the orange collider outlines should align nicely with the board's mesh. Note that the orange collider outlines should align nicely with the board's mesh.
### Using Wireframes Add an instance of the `With Empty` collection to the `World` scene just as before and run the game.
You should now see both objects fall to the ground.
<details>
<summary>The cube and board falling to the ground</summary>
<img src="img/falling_empty.gif" width = 50%/>
</details>
### Wireframes
Add a new collection named `Wireframe`. With it selected,
go to `Add` -> `Mesh` -> `Cylinder`. Leave it at the default transform.
The last variant is a bit of a workaround for the fact that empties in Blender cannot have an arbitrary shape. The last variant is a bit of a workaround for the fact that empties in Blender cannot have an arbitrary shape.
For example, a cylinder is not supported. So, we are going to create a new cylinder preview by hand. For example, a cylinder is not supported. So, we are going to create a new cylinder preview by hand.
@ -289,46 +352,13 @@ The rest of the steps are identical to the empty: Drag-and-drop the cylinder col
> You can use the builtin [Add Mesh Extra Objects](https://docs.blender.org/manual/en/latest/addons/add_mesh/mesh_extra_objects.html) > You can use the builtin [Add Mesh Extra Objects](https://docs.blender.org/manual/en/latest/addons/add_mesh/mesh_extra_objects.html)
> extension to fill this gap. > extension to fill this gap.
## Populate the world Add an instance of the `Wireframe` collection to the `World` scene and run the game to see all kinds of primitive colliders tumble around.
Go into your `World` scene. If you are coming from the [quickstart guide](../quickstart/readme.md), you can remove the `Player` empty that is left over.
If you have created this scene yourself in advance, make sure that it contains a camera, a light, and some kind of ground.
For reference, this is how our world setup looks:
<details> <details>
<summary>The world setup before adding any physics</summary> <summary>Cylinder collider falling down</summary>
<img src="img/empty_world.png" width = 100%/> <img src="img/falling_wireframe.gif" width = 50%/>
</details> </details>
Before we add any objects, we'll make the ground a rigid body as well. Add a `RigidBody` component as described before to it, but this time set it to `Static`. Add a collider to it in any of the ways described above. We used the `Quick and Dirty` method for this:
<details>
<summary>Ground collider</summary>
<img src="img/ground collider.png" width = 100%/>
</details>
> [!CAUTION]
> As mentioned before, when using this method you should be aware that the component
> is in Bevy's coordinate system, so set the `y_length` to the height of the ground.
Now add instances of the `Cube`, `Board`, and `Cylinder` to the world by selecting `Add` -> `Collection Instance`.
Since the objects are quite big, you may need to move the camera a bit further away to see them all.
We set its Y location to `-15` and the X rotation to `90` for this reason.
Pressing `0` on your numpad will show you a preview of what the camera sees.
Save the scene to let Blenvy export everything. Run your game with `cargo run` and you should see some objects falling onto the ground!
<details>
<summary>Objects falling onto the ground</summary>
<img src="img/falling.gif" width = 100%/>
</details>
> [!TIP]
> If your scene is doing something weird, try adding Avian's
> [`PhysicsDebugPlugin`](https://docs.rs/avian3d/latest/avian3d/debug_render/struct.PhysicsDebugPlugin.html)
> to your Bevy app to see the colliders at runtime.
## Add Dynamic Colliders ## Add Dynamic Colliders
Now let's go for some more complex shapes. Now let's go for some more complex shapes.
@ -337,7 +367,7 @@ or just quickly want to test something. For this, we are going to use dynamic co
### Convex ### Convex
Go back to the `Library` scene, add a new collection, and name it `Torus`. Select `Add` -> `Mesh` -> `Torus`. Leave it at the default transform. Add a `RigidBody` to it. Your scene should now look like this: Go back to the `Library` scene, add a new collection, and name it `Convex`. Select `Add` -> `Mesh` -> `Torus`. Leave it at the default transform. Add a `RigidBody` to it. Your scene should now look like this:
<details> <details>
<summary>A simple torus</summary> <summary>A simple torus</summary>
@ -355,7 +385,7 @@ You can access it by expanding your object in the outliner. Its icon is a green
<details> <details>
<summary>The selected mesh</summary> <summary>The selected mesh</summary>
<img src="img/selected_mesh.png" width = 50%/> <img src="img/select_mesh.png" width = 50%/>
</details> </details>
With the *mesh* selected, add a `ColliderConstructor` to it. Set the variant to `ConvexHullFromMesh`. With the *mesh* selected, add a `ColliderConstructor` to it. Set the variant to `ConvexHullFromMesh`.
@ -366,11 +396,21 @@ If you did everything correctly, the component manager should say "Components fo
<img src="img/torus_component.png" width = 50%/> <img src="img/torus_component.png" width = 50%/>
</details> </details>
That's all for now Go to the `World` scene and add an instance of the `Convex` collection. Save the scene, then run the game to see the torus fall down.
<details>
<summary>The convex collider falling</summary>
<img src="img/falling_convex.gif" width = 50%/>
</details>
> [!TIP]
> Is your game crashing with `Tried to add a collider to entity Torus via ConvexHullFromMesh that requires a mesh, but no mesh handle was found`?
> That means you added your `ColliderConstructor` to the object instead of the mesh.
> Go back to the screenshots above and make sure you have the mesh selected when adding the component.
### Concave ### Concave
Add a new collection and name it `Monkey`. Select `Add` -> `Mesh` -> `Monkey`. Add a new collection and name it `Concave`. Select `Add` -> `Mesh` -> `Monkey`.
Yes, Blender has a builtin method for creating Suzanne, its monkey mascot. Isn't it great? Yes, Blender has a builtin method for creating Suzanne, its monkey mascot. Isn't it great?
Anyways, add a rigid body to it. Afterwards, just as before, select the *mesh* of the monkey. Anyways, add a rigid body to it. Afterwards, just as before, select the *mesh* of the monkey.
Add a `ColliderConstructor` to it. This time, set the variant to `TrimeshFromMesh`. Add a `ColliderConstructor` to it. This time, set the variant to `TrimeshFromMesh`.
@ -381,22 +421,13 @@ Add a `ColliderConstructor` to it. This time, set the variant to `TrimeshFromMes
> That means that any objects that are completely inside the mesh will not collide with it. > That means that any objects that are completely inside the mesh will not collide with it.
> Only use a concave collider if you *really* need it. > Only use a concave collider if you *really* need it.
## Add the Dynamic Colliders to the World Just as before, go to the `World` scene and add an instance of the `Concave` collection. Save the scene, then run the game to see the torus fall down.
Save the scene to let Blenvy export everything.
Go back to the `World` scene. Add instances of the `Torus` and `Monkey` collections to the world and run the game with `cargo run`.
They should now fall onto the ground and interact with the other objects:
<details> <details>
<summary>The primitive and dynamic colliders falling down</summary> <summary>The concave collider falling</summary>
<img src="img/falling_dyn.gif" width = 100%/> <img src="img/falling_concave.gif" width = 50%/>
</details> </details>
> [!TIP]
> Is your game crashing with `Tried to add a collider to entity Torus via <ConvexHullFromMesh or TrimeshFromMesh> that requires a mesh, but no mesh handle was found`?
> That means you added your `ColliderConstructor` to the object instead of the mesh.
> Go back to the screenshots above and make sure you have the mesh selected when adding the component.
## Other useful components ## Other useful components
The object holding the `ColliderConstructor` can hold some additional components that are useful for tweaking the physics behavior. The object holding the `ColliderConstructor` can hold some additional components that are useful for tweaking the physics behavior.