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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(); }
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Some cubes passed through the floor:
The text was updated successfully, but these errors were encountered: