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chain_2d.rs
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#![allow(clippy::unnecessary_cast)]
use avian2d::{math::*, prelude::*};
use bevy::{
prelude::*,
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
window::PrimaryWindow,
};
use examples_common_2d::ExampleCommonPlugin;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
ExampleCommonPlugin,
PhysicsPlugins::default(),
))
.insert_resource(ClearColor(Color::srgb(0.05, 0.05, 0.1)))
.insert_resource(SubstepCount(50))
.insert_resource(Gravity(Vector::NEG_Y * 1000.0))
.add_systems(Startup, setup)
.add_systems(Update, follow_mouse)
.run();
}
#[derive(Component)]
struct FollowMouse;
fn setup(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
commands.spawn(Camera2dBundle::default());
let particle_count = 100;
let particle_radius = 1.2;
let particle_mesh: Mesh2dHandle = meshes.add(Circle::new(particle_radius as f32)).into();
let particle_material = materials.add(Color::srgb(0.2, 0.7, 0.9));
// Spawn kinematic particle that can follow the mouse
let mut previous_particle = commands
.spawn((
RigidBody::Kinematic,
FollowMouse,
MaterialMesh2dBundle {
mesh: particle_mesh.clone(),
material: particle_material.clone(),
..default()
},
))
.id();
// Spawn the rest of the particles, connecting each one to the previous one with joints
for i in 1..particle_count {
let current_particle = commands
.spawn((
RigidBody::Dynamic,
MassPropertiesBundle::new_computed(&Collider::circle(particle_radius), 1.0),
MaterialMesh2dBundle {
mesh: particle_mesh.clone(),
material: particle_material.clone(),
transform: Transform::from_xyz(
0.0,
-i as f32 * (particle_radius as f32 * 2.0 + 1.0),
0.0,
),
..default()
},
))
.id();
commands.spawn(
RevoluteJoint::new(previous_particle, current_particle)
.with_local_anchor_2(Vector::Y * (particle_radius * 2.0 + 1.0))
.with_compliance(0.0000001),
);
previous_particle = current_particle;
}
}
fn follow_mouse(
buttons: Res<ButtonInput<MouseButton>>,
windows: Query<&Window, With<PrimaryWindow>>,
camera: Query<(&Camera, &GlobalTransform)>,
mut follower: Query<&mut Transform, With<FollowMouse>>,
) {
if buttons.pressed(MouseButton::Left) {
let window = windows.single();
let (camera, camera_transform) = camera.single();
let mut follower_position = follower.single_mut();
if let Some(cursor_world_pos) = window
.cursor_position()
.and_then(|cursor| camera.viewport_to_world_2d(camera_transform, cursor))
{
follower_position.translation =
cursor_world_pos.extend(follower_position.translation.z);
}
}
}