2 releases
0.1.1 | Nov 1, 2024 |
---|---|
0.1.0 | Oct 23, 2024 |
#1612 in Game dev
109 downloads per month
3MB
300 lines
bevy_fabrik
An implementation of FABRIK inverse kinematics algorithm for Bevy game engine.
Disclaimer: multi-chain support is not implemented yet.
How to use
Add InverseKinematicsPlugin
to your App
:
app.add_plugins(InverseKinematicsPlugin);
Add IkChain
component to the last entity (tail) of a chain of entities you want to control:
commands.entity(chain_tail).insert(IkChain::new(joint_count));
Note that IkChain
will calculate bone lengths based on the distance between entities in the chain when inserted, so make sure the entities and their transforms are set up correctly before inserting it.
Finally, update IkChain
's target
field as needed to solve the chain towards it. For a more complete example, see examples/basic.rs
.
To add joint constraints, insert TwistConstraint
and/or SwingConstraint
components to the entities within the chain, and they will be applied during chain solving.
Compatibility
Bevy | bevy_fabrik |
---|---|
0.14 | 0.1 |
Alternatives
License
Dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
at your option.
Dependencies
~25MB
~463K SLoC