#path-finding #navigation #bevy #game #avoidance #landmass

bevy_landmass

A plugin for Bevy to handle navigation of AI characters

8 releases (breaking)

new 0.7.0 Jul 23, 2024
0.6.0 Jul 6, 2024
0.5.0 Feb 18, 2024
0.4.1 Jan 14, 2024
0.1.0 Jun 26, 2023

#472 in Game dev

Download history 4/week @ 2024-03-26 55/week @ 2024-04-02 1/week @ 2024-05-28 4/week @ 2024-06-04 140/week @ 2024-07-02 16/week @ 2024-07-09

156 downloads per month

MIT/Apache

430KB
12K SLoC

bevy_landmass

A plugin for Bevy to allow using landmass conveniently.

Overview

bevy_landmass allows using a navigation mesh to determine the desired move direction for characters using pathfinding.

To use bevy_landmass:

  1. Add LandmassPlugin to your app.
  2. Spawn an entity with an Archipelago component.
  3. Spawn an entity with an IslandBundle, a TransformBundle (or any other bundle which includes a Transform and GlobalTransform), and an IslandNavMesh component.
  4. Spawn entities with the AgentBundle and a TransformBundle (or any other bundle which includes a Transform and GlobalTransform).

Note the Archipelago can be created later, even if the agents/islands already have an ArchipelagoRef to it. Agents/islands will be added once the Archipelago exists.

Example

use std::sync::Arc;

use bevy::{app::AppExit, prelude::*};
use bevy_landmass::prelude::*;

fn main() {
  App::new()
    .add_plugins(MinimalPlugins)
    .add_plugins(AssetPlugin::default())
    .add_plugins(TransformPlugin)
    .add_plugins(Landmass2dPlugin::default())
    .add_systems(Startup, set_up_scene)
    .add_systems(Update, print_desired_velocity.after(LandmassSystemSet::Output))
    .add_systems(Update, quit.after(print_desired_velocity))
    .run();
}

fn set_up_scene(
  mut commands: Commands,
  mut nav_meshes: ResMut<Assets<NavMesh2d>>,
) {
  let archipelago_id = commands.spawn(Archipelago2d::new()).id();

  let nav_mesh_handle = nav_meshes.reserve_handle();

  commands
    .spawn((
      TransformBundle::default(),
      Island2dBundle {
        island: Island,
        archipelago_ref: ArchipelagoRef2d::new(archipelago_id),
        nav_mesh: nav_mesh_handle.clone(),
      },
    ));
  
  // The nav mesh can be populated in another system, or even several frames
  // later.
  let nav_mesh = Arc::new(NavigationMesh2d {
      vertices: vec![
        Vec2::new(1.0, 1.0),
        Vec2::new(2.0, 1.0),
        Vec2::new(2.0, 2.0),
        Vec2::new(1.0, 2.0),
        Vec2::new(2.0, 3.0),
        Vec2::new(1.0, 3.0),
        Vec2::new(2.0, 4.0),
        Vec2::new(1.0, 4.0),
      ],
      polygons: vec![
        vec![0, 1, 2, 3],
        vec![3, 2, 4, 5],
        vec![5, 4, 6, 7],
      ],
      polygon_type_indices: vec![0, 0, 0],
    }.validate().expect("is valid"));
  nav_meshes.insert(&nav_mesh_handle, NavMesh2d{
    nav_mesh,
    type_index_to_node_type: Default::default(),
  });

  commands.spawn((
    TransformBundle {
      local: Transform::from_translation(Vec3::new(1.5, 1.5, 0.0)),
      ..Default::default()
    },
    Agent2dBundle {
      agent: Agent {
        radius: 0.5,
        desired_speed: 1.0,
        max_speed: 2.0,
      },
      archipelago_ref: ArchipelagoRef2d::new(archipelago_id),
      target: AgentTarget2d::Point(Vec2::new(1.5, 3.5)),
      velocity: Default::default(),
      state: Default::default(),
      desired_velocity: Default::default(),
    }
  ));
}

fn print_desired_velocity(query: Query<(Entity, &AgentDesiredVelocity2d)>) {
  for (entity, desired_velocity) in query.iter() {
    println!(
      "entity={:?}, desired_velocity={}",
      entity,
      desired_velocity.velocity());
  }
}

fn quit(mut exit: EventWriter<AppExit>) {
  // Quit so doctests pass.
  exit.send(AppExit::Success);
}

License

License under either of

at your option.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

Dependencies

~41–77MB
~1.5M SLoC