Rust物理引擎库bevy_rapier3d的使用,3D游戏开发中的高性能碰撞检测与刚体模拟
Rust物理引擎库bevy_rapier3d的使用,3D游戏开发中的高性能碰撞检测与刚体模拟
安装
在项目目录中运行以下Cargo命令:
cargo add bevy_rapier3d
或者在Cargo.toml中添加:
bevy_rapier3d = "0.30.0"
示例代码
以下是一个完整的bevy_rapier3d使用示例,展示了如何创建带有物理特性的3D对象:
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// 添加Rapier物理插件
.add_plugin(RapierPhysicsPlugin::<NoUserData>::default())
// 可选:添加Rapier调试渲染插件
.add_plugin(RapierDebugRenderPlugin::default())
.add_startup_system(setup)
.add_system(move_cube)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// 添加光照
commands.spawn_bundle(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// 添加相机
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(-10.0, 3.0, 0.0)
.looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// 添加地面(静态碰撞体)
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
})
.insert(Collider::cuboid(5.0, 0.1, 5.0)); // 碰撞体尺寸
// 添加立方体(动态刚体)
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 极狐 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 4.0, 0.0),
..default()
})
.insert(RigidBody::Dynamic)
.insert(Collider::cuboid(0.5, 0.5, 0.5))
.insert(ExternalForce {
force: Vec3::new(0.0, 0.0, 0.0),
torque: Vec3::new(0.0, 0.0, 0.0),
})
.insert(ExternalImpulse {
impulse: Vec3::new(0.0, 0.0, 0.0),
torque_impulse: Vec3::new(0.0, 0.0, 0.0),
});
}
// 系统:控制立方体移动
fn move_cube(
keyboard_input: Res<极狐 Input<KeyCode>>,
mut query: Query<&mut ExternalForce, With<RigidBody>>,
) {
for mut force in query.iter_mut() {
let mut direction = Vec3::ZERO;
if keyboard_input.pressed(KeyCode::W) {
direction.z -= 1.0;
}
if keyboard_input.pressed(KeyCode::S) {
direction.z += 1.0;
}
if keyboard_input.pressed(KeyCode::A) {
direction.x -= 1.0;
}
if keyboard_input.pressed(KeyCode::D) {
direction.x += 1.0;
}
force.force = direction * 10.0;
}
}
功能说明
-
物理模拟:
RapierPhysicsPlugin
提供完整的物理模拟功能- 支持动态和静态刚体
- 高性能碰撞检测
-
碰撞体类型:
- 立方体(Cuboid)
- 球体(Sphere)
- 胶囊体(Capsule)
- 三角形网格(TriMesh)
- 高度场(HeightField)等
-
物理特性:
- 质量属性
- 摩擦力
- 恢复系数(弹性)
- 阻尼等
-
力与冲量:
ExternalForce
持续施加力ExternalImpulse
施加瞬间冲量
调试渲染
RapierDebugRenderPlugin
可以在开发时可视化碰撞体和物理特性。
性能优化
bevy_rapier3d基于Rapier物理引擎,专为高性能设计:
- 使用并行计算
- 高效的碰撞检测算法
- 针对游戏优化的解算器
完整示例代码
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(RapierPhysicsPlugin::<NoUserData>::default())
.add_plugin(RapierDebugRenderPlugin::default())
.add_startup_system(setup_scene)
.add_startup_system(setup_physics)
.add_system(apply_gravity)
.add_system(jump_controls)
.run();
}
// 设置场景
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// 相机
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(0.0, 2.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// 光照
commands.spawn_bundle(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 10000.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(3.0, 10.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
// 设置物理场景
fn setup_physics(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// 地面
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
transform: Transform::from_xyz(0.0, -2.0, 0.0),
..default()
})
.insert(Collider::cuboid(5.0, 0.1, 5.0))
.insert(RigidBody::Fixed);
// 玩家角色(胶囊体)
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Capsule {
radius: 0.5,
depth: 1.0,
..default()
})),
material: materials.add(Color::rgb(0.8, 0.2, 0.2).into()),
transform: Transform::from_xyz(0.0, 4.0, 0.0),
..default()
})
.insert(RigidBody::Dynamic)
.insert(Collider::capsule_y(0.5, 0.5))
.insert(Velocity::default())
.insert(GravityScale(1.0))
.insert(Player);
}
// 玩家标记组件
#[derive(Component)]
struct Player;
// 应用重力系统
fn apply_gravity(mut query: Query<&mut Velocity, With<Player>>) {
for mut velocity in query.iter_mut() {
velocity.linvel.y -= 0.1; // 简单重力模拟
}
}
// 跳跃控制系统
fn jump_controls(
keyboard_input: Res<Input<KeyCode>>,
mut query: Query<&mut Velocity, With<Player>>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
for mut velocity in query.iter_mut() {
velocity.linvel.y = 5.0; // 跳跃力
}
}
}
许可证: Apache-2.0
1 回复
Rust物理引擎库bevy_rapier3d的使用 - 3D游戏开发中的高性能碰撞检测与刚体模拟
完整示例Demo
下面是一个完整的bevy_rapier3d物理场景示例,包含了相机控制、物理交互和调试渲染:
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// 添加物理插件
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
// 添加调试渲染插件(按F1切换显示)
.add_plugins(RapierDebugRenderPlugin::default())
// 添加系统
.add_systems(Startup, (setup_scene, setup_camera))
.add_systems(Update, (keyboard_input_system, mouse_click_system))
.run();
}
// 设置场景
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// 添加光源
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// 创建地面
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane::from_size(20.0))),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
transform: Transform::from_xyz(0.0, -2.0, 0.0),
..default()
},
Collider::cuboid(10.0, 0.1, 10.0),
RigidBody::Fixed,
));
// 创建物理对象
spawn_physics_objects(&mut commands, &mut meshes, &mut materials);
}
// 设置相机
fn setup_camera(mut commands: Commands) {
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-10.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
// 生成物理对象
fn spawn_physics_objects(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
) {
// 创建动态球体
for i in 0..5 {
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.5,
..default()
})),
material: materials.add(Color::rgb(0.8, 0.2, 0.2).into()),
transform: Transform::from_xyz(i as f32 * 2.0 - 4.0, 5.0, 0.0),
..default()
},
Collider::ball(0.5),
RigidBody::Dynamic,
Restitution::coefficient(0.7), // 弹性系数
));
}
// 创建堆叠的立方体
for y in 0..3 {
for x in 0..3 {
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()),
transform: Transform::from_xyz(x as f32 - 1.0, y as f32 + 0.5, 3.0),
..default()
},
Collider::cuboid(0.5, 0.5, 0.5),
RigidBody::Dynamic,
Friction::coefficient(0.3), // 摩擦系数
));
}
}
}
// 键盘输入系统
fn keyboard_input_system(
keyboard_input: Res<Input<KeyCode>>,
mut query: Query<&mut ExternalForce, With<RigidBody>>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
for mut ext_force in &mut query {
ext_force.force = Vec3::new(0.0, 10.0, 0.0); // 向上施加力
}
}
}
// 鼠标点击系统
fn mouse_click_system(
mut commands: Commands,
mouse_input: Res<Input<MouseButton>>,
rapier_context: Res<RapierContext>,
camera_query: Query<(&Camera, &GlobalTransform)>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
if mouse_input.just_pressed(MouseButton::Left) {
let (camera, camera_transform) = camera_query.single();
if let Some(ray) = camera.viewport_to_world(camera_transform, Vec2::new(0.5, 0.5)) {
let max_dist = 100.0;
let filter = QueryFilter::default();
// 射线检测
if let Some((_entity, _toi)) = rapier_context.cast_ray(
ray.origin,
ray.direction,
max_dist,
true,
filter,
) {
// 在点击位置生成球体
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.3,
..default()
})),
material: materials.add(Color::rgb(0.8, 0.8, 0.2).into()),
transform: Transform::from_translation(ray.origin + ray.direction * 5.0),
..default()
},
Collider::ball(0.3),
RigidBody::Dynamic,
));
}
}
}
}
示例说明
这个完整示例展示了bevy_rapier3d的主要功能:
- 物理系统初始化:通过
RapierPhysicsPlugin
添加物理模拟 - 调试渲染:使用
RapierDebugRenderPlugin
可视化碰撞体 - 场景设置:
- 创建地面作为固定刚体
- 生成动态球体和立方体堆
- 交互功能:
- 按空格键对所有刚体施加向上的力
- 鼠标左键点击在视线方向生成新的球体
- 物理属性设置:
- 设置弹性系数(Restitution)
- 设置摩擦系数(Friction)
要运行此示例,请确保Cargo.toml中包含正确的依赖项:
[dependencies]
bevy = "0.11"
bevy_rapier3d = "0.22"