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//! # ![Avian Physics](https://raw.githubusercontent.com/Jondolf/avian/avian/assets/branding/logo.svg)
//!
//! **Avian** is an ECS-driven 2D and 3D physics engine for the [Bevy game engine](https://bevyengine.org/).
//!
//! Check out the [GitHub repository](https://github.com/Jondolf/avian)
//! for more information about the design, read the [Getting started](#getting-started)
//! guide below to get up to speed, and take a look at the [Table of contents](#table-of-contents)
//! for an overview of the engine's features and their documentation.
//!
//! You can also check out the [FAQ](#frequently-asked-questions), and if you encounter
//! any further problems, consider saying hello on the [Bevy Discord](https://discord.gg/bevy)!
//!
//! ## Getting started
//!
//! This short guide should help you get started with Avian.
//!
//! ### Add the dependency
//!
//! First, add `avian2d` or `avian3d` to the dependencies in your `Cargo.toml`:
//!
//! ```toml
//! # For 2D applications:
//! [dependencies]
//! avian2d = "0.1"
//!
//! # For 3D applications:
//! [dependencies]
//! avian3d = "0.1"
//!
//! # If you want to use the most up-to-date version, you can follow the main branch:
//! [dependencies]
//! avian3d = { git = "https://github.com/Jondolf/avian", branch = "main" }
//! ```
//!
//! You can specify features by disabling the default features and manually adding
//! the feature flags you want:
//!
//! ```toml
//! [dependencies]
//! # Add 3D Avian with double-precision floating point numbers.
//! # `parry-f64` enables collision detection using Parry.
//! avian3d = { version = "0.1", default-features = false, features = ["3d", "f64", "parry-f64"] }
//! ```
//!
//! ### Feature flags
//!
//! | Feature | Description | Default feature |
//! | ---------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------- |
//! | `2d` | Enables 2D physics. Incompatible with `3d`. | Yes (`avian2d`) |
//! | `3d` | Enables 3D physics. Incompatible with `2d`. | Yes (`avian3d`) |
//! | `f32` | Enables `f32` precision for physics. Incompatible with `f64`. | Yes |
//! | `f64` | Enables `f64` precision for physics. Incompatible with `f32`. | No |
//! | `default-collider` | Enables the default [`Collider`]. Required for [spatial queries](spatial_query). Requires either the `parry-f32` or `parry-f64` feature. | Yes |
//! | `parry-f32` | Enables the `f32` version of the Parry collision detection library. Also enables the `default-collider` feature. | Yes |
//! | `parry-f64` | Enables the `f64` version of the Parry collision detection library. Also enables the `default-collider` feature. | No |
#![cfg_attr(
feature = "3d",
doc = "| `collider-from-mesh` | Allows you to create [`Collider`]s from `Mesh`es. | Yes |"
)]
//! | `bevy_scene` | Enables [`ColliderConstructorHierarchy`] to wait until a [`Scene`] has loaded before processing it. | Yes |
//! | `debug-plugin` | Enables physics debug rendering using the [`PhysicsDebugPlugin`]. The plugin must be added separately. | Yes |
//! | `enhanced-determinism` | Enables increased determinism. | No |
//! | `parallel` | Enables some extra multithreading, which improves performance for larger simulations but can add some overhead for smaller ones. | Yes |
//! | `simd` | Enables [SIMD] optimizations. | No |
//! | `serialize` | Enables support for serialization and deserialization using Serde. | No |
//!
//! [SIMD]: https://en.wikipedia.org/wiki/Single_instruction,_multiple_data
//!
//! ### Add the plugins
//!
//! Avian is designed to be very modular. It is built from several [plugins](PhysicsPlugins) that
//! manage different parts of the engine. These plugins can be easily initialized and configured through
//! the [`PhysicsPlugins`] plugin group.
//!
//! ```no_run
#![cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#![cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
//! use bevy::prelude::*;
//!
//! fn main() {
//! App::new()
//! .add_plugins((DefaultPlugins, PhysicsPlugins::default()))
//! // ...your other plugins, systems and resources
//! .run();
//! }
//! ```
//!
//! Now you can use all of Avian's components and resources to build whatever you want!
//!
//! For example, adding a [rigid body](RigidBody) with a [collider](Collider) is as simple as spawning an entity
//! with the [`RigidBody`] and [`Collider`] components:
//!
//! ```
#![cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#![cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
//! use bevy::prelude::*;
//!
//! fn setup(mut commands: Commands) {
#![cfg_attr(
feature = "2d",
doc = " commands.spawn((RigidBody::Dynamic, Collider::circle(0.5)));"
)]
#![cfg_attr(
feature = "3d",
doc = " commands.spawn((RigidBody::Dynamic, Collider::sphere(0.5)));"
)]
//! }
//! ```
//!
//! You can find lots of [usage examples](https://github.com/Jondolf/avian#more-examples)
//! in the project's [repository](https://github.com/Jondolf/avian).
//!
//! ## Table of contents
//!
//! Below is a structured overview of the documentation for the various
//! features of the engine.
//!
//! ### Rigid body dynamics
//!
//! - [Rigid body types](RigidBody#rigid-body-types)
//! - [Creating rigid bodies](RigidBody#creation)
//! - [Movement](RigidBody#movement)
//! - [Linear](LinearVelocity) and [angular](AngularVelocity) velocity
//! - [Forces](ExternalForce), [torque](ExternalTorque), and [linear](ExternalImpulse) and [angular](ExternalAngularImpulse) impulses
//! - [Gravity] and [gravity scale](GravityScale)
//! - [Mass properties](RigidBody#mass-properties)
//! - [Linear](LinearDamping) and [angular](AngularDamping) velocity damping
//! - [Lock translational and rotational axes](LockedAxes)
//! - [Dominance]
//! - [Continuous Collision Detection (CCD)](dynamics::ccd)
//! - [Speculative collision](dynamics::ccd#speculative-collision)
//! - [Swept CCD](dynamics::ccd#swept-ccd)
//! - [Automatic deactivation with sleeping](Sleeping)
//!
//! See the [`dynamics`] module for more details about rigid body dynamics in Avian.
//!
//! ### Collision detection
//!
//! - [Colliders](Collider)
//! - [Creation](Collider#creation)
//! - [Density](ColliderDensity)
//! - [Friction] and [restitution](Restitution) (bounciness)
//! - [Collision layers](CollisionLayers)
//! - [Sensors](Sensor)
#![cfg_attr(
feature = "3d",
doc = "- Generating colliders for meshes and scenes with [`ColliderConstructor`] and [`ColliderConstructorHierarchy`]"
)]
//! - [Get colliding entities](CollidingEntities)
//! - [Collision events](ContactReportingPlugin#collision-events)
//! - [Accessing, filtering and modifying collisions](Collisions)
//! - [Manual contact queries](contact_query)
//!
//! See the [`collision`] module for more details about collision detection and colliders in Avian.
//!
//! ### Constraints and joints
//!
//! - [Joints](dynamics::solver::joints)
//! - [Fixed joint](FixedJoint)
//! - [Distance joint](DistanceJoint)
//! - [Prismatic joint](PrismaticJoint)
//! - [Revolute joint](RevoluteJoint)
#![cfg_attr(feature = "3d", doc = " - [Spherical joint](SphericalJoint)")]
//! - [Custom XPBD constraints](dynamics::solver::xpbd#constraints) (advanced)
//!
//! Joint motors and articulations are not supported yet, but they will be implemented in a future release.
//!
//! ### Spatial queries
//!
//! - [Spatial query types](spatial_query)
//! - [Raycasting](spatial_query#raycasting) and [`RayCaster`]
//! - [Shapecasting](spatial_query#shapecasting) and [`ShapeCaster`]
//! - [Point projection](spatial_query#point-projection)
//! - [Intersection tests](spatial_query#intersection-tests)
//! - [Spatial query filters](SpatialQueryFilter)
//! - [The `SpatialQuery` system parameter](SpatialQuery)
//!
//! ### Configuration
//!
//! - [Gravity]
//! - [Physics timestep](Physics#usage)
//! - [Physics speed](Physics#physics-speed)
//! - [Configure simulation fidelity with substeps](SubstepCount)
//! - [Render physics objects for debugging](PhysicsDebugPlugin)
//!
//! ### Scheduling
//!
//! - [Schedules and sets](PhysicsSchedulePlugin#schedules-and-sets)
//! - [`PhysicsSet`]
//! - [`PhysicsSchedule`] and [`PhysicsStepSet`]
//! - [`SubstepSchedule`]
//! - [`SolverSet`] and [`SubstepSolverSet`](dynamics::solver::SubstepSolverSet)
//! - [`PostProcessCollisions`] schedule
//! - [`PrepareSet`](prepare::PrepareSet)
//! - Many more internal system sets
//! - [Configure the schedule used for running physics](PhysicsPlugins#custom-schedule)
//! - [Pausing, resuming and stepping physics](Physics#pausing-resuming-and-stepping-physics)
//! - [Usage on servers](#can-the-engine-be-used-on-servers)
//!
//! ### Architecture
//!
//! - [List of plugins and their responsibilities](PhysicsPlugins)
//! - Extending and modifying the engine
//! - [Custom plugins](PhysicsPlugins#custom-plugins)
//! - [Custom XPBD constraints](dynamics::solver::xpbd#custom-constraints)
//! - [Custom joints](dynamics::solver::joints#custom-joints)
//!
//! ## Frequently asked questions
//!
//! - [How does Avian compare to Rapier and bevy_rapier?](#how-does-avian-compare-to-rapier-and-bevy_rapier)
//! - [Why is nothing happening?](#why-is-nothing-happening)
//! - [Why is everything moving so slowly?](#why-is-everything-moving-so-slowly)
//! - [Why did my rigid body suddenly vanish?](#why-did-my-rigid-body-suddenly-vanish)
//! - [Why is performance so bad?](#why-is-performance-so-bad)
//! - [Why does my camera following jitter?](#why-does-my-camera-following-jitter)
//! - [Is there a character controller?](#is-there-a-character-controller)
//! - [Why are there separate `Position` and `Rotation` components?](#why-are-there-separate-position-and-rotation-components)
//! - [Can the engine be used on servers?](#can-the-engine-be-used-on-servers)
//! - [Something else?](#something-else)
//!
//! ### How does Avian compare to Rapier and bevy_rapier?
//!
//! Rapier is the biggest and most used physics engine in the Rust ecosystem, and it is currently
//! the most mature and feature-rich option.
//!
//! `bevy_rapier` is a great physics integration for Bevy, but it does have several problems:
//!
//! - It has to maintain a separate physics world and synchronize a ton of data with Bevy each frame
//! - The source code is difficult to inspect, as the vast majority of it is glue code and wrappers
//! for Bevy
//! - It has poor docs.rs documentation, and the documentation on rapier.rs is often outdated and
//! missing features
//! - It is hard to extend as it's not very modular or composable in design
//! - Overall, it doesn't have a native ECS-like feel outside of its public API
//!
//! Avian on the other hand is built *for* Bevy *with* Bevy, and it uses the ECS for both the internals
//! and the public API. This removes the need for a separate physics world, reduces overhead, and makes
//! the source code much more approachable and easy to inspect for Bevy users.
//!
//! In part thanks to Bevy's modular architecture and the ECS, Avian is also highly composable,
//! as it consists of several independent plugins and provides lots of options for configuration and extensions,
//! from [custom schedules](PhysicsPlugins#custom-schedule) and [plugins](PhysicsPlugins#custom-plugins) to
//! [custom joints](dynamics::solver::joints#custom-joints) and [constraints](dynamics::solver::xpbd#custom-constraints).
//!
//! One disadvantage of Avian is that it is still relatively young, so it can have more bugs,
//! some missing features, and fewer community resources and third party crates. However, it is growing quite
//! rapidly, and it is already pretty close to feature-parity with Rapier.
//!
//! At the end of the day, both engines are solid options. If you are looking for a more mature and tested
//! physics integration, `bevy_rapier` is the better choice, but if you prefer an engine with less overhead
//! and a more native Bevy integration, consider using Avian. Their core APIs are also quite similar,
//! so switching between them shouldn't be too difficult.
//!
//! ### Why is nothing happening?
//!
//! Make sure you have added the [`PhysicsPlugins`] plugin group and you have given your rigid bodies
//! a [`RigidBody`] component. See the [getting started](#getting-started) section.
//!
//! ### Why is everything moving so slowly?
//!
//! If your application is in 2D, you might be using pixels as length units. This will require you to use
//! larger velocities and forces than you would in 3D. Make sure you set [`Gravity`] to some larger value
//! as well, because its magnitude is `9.81` by default, which is tiny in pixels.
//!
//! ### Why did my rigid body suddenly vanish?
//!
//! Make sure to [give your rigid bodies some mass](RigidBody#adding-mass-properties), either by adding a [`Collider`]
//! or a [`MassPropertiesBundle`]. If your bodies don't have any mass, any physical interaction is likely to
//! instantly give them infinite velocity.
//!
//! Avian should automatically print warnings when it detects bodies with an invalid mass or inertia.
//!
//! ### Why is performance so bad?
//!
//! Make sure you are building your project in release mode using `cargo build --release`.
//!
//! You can further optimize builds by setting the number of codegen units in your `Cargo.toml` to 1,
//! although this will also increase build times.
//!
//! ```toml
//! [profile.release]
//! codegen-units = 1
//! ```
//!
//! ### Why does my camera following jitter?
//!
//! When you write a system that makes the camera follow a physics entity, you might notice some jitter.
//!
//! To fix this, the system needs to:
//!
//! - Run after physics so that it has the up-to-date position of the player.
//! - Run before transform propagation so that your changes to the camera's `Transform` are written
//! to the camera's `GlobalTransform` before the end of the frame.
//!
//! The following ordering constraints should resolve the issue.
//!
//! ```
#![cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#![cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
//! # use bevy::prelude::*;
//! # use bevy::transform::TransformSystem;
//! #
//! # fn main() {
//! # let mut app = App::new();
//! #
//! app.add_systems(
//! PostUpdate,
//! camera_follow_player
//! .after(PhysicsSet::Sync)
//! .before(TransformSystem::TransformPropagate),
//! );
//! # }
//! #
//! # fn camera_follow_player() {}
//! ```
//!
//! ### Is there a character controller?
//!
//! Avian does not have a built-in character controller, so if you need one,
//! you will need to implement it yourself. However, third party character controllers
//! like [`bevy_tnua`](https://github.com/idanarye/bevy-tnua) support Avian, and [`bevy_mod_wanderlust`](https://github.com/PROMETHIA-27/bevy_mod_wanderlust)
//! and others are also likely to get Avian support soon.
//!
//! For custom character controllers, you can take a look at the
#![cfg_attr(
feature = "2d",
doc = "[`dynamic_character_2d`] and [`kinematic_character_2d`] examples to get started."
)]
#![cfg_attr(
feature = "3d",
doc = "[`dynamic_character_3d`] and [`kinematic_character_3d`] examples to get started."
)]
//!
#![cfg_attr(
feature = "2d",
doc = "[`dynamic_character_2d`]: https://github.com/Jondolf/avian/tree/main/crates/avian2d/examples/dynamic_character_2d
[`kinematic_character_2d`]: https://github.com/Jondolf/avian/tree/main/crates/avian2d/examples/kinematic_character_2d"
)]
#![cfg_attr(
feature = "3d",
doc = "[`dynamic_character_3d`]: https://github.com/Jondolf/avian/tree/main/crates/avian3d/examples/dynamic_character_3d
[`kinematic_character_3d`]: https://github.com/Jondolf/avian/tree/main/crates/avian3d/examples/kinematic_character_3d"
)]
//!
//! ### Why are there separate `Position` and `Rotation` components?
//!
//! While `Transform` can be used for the vast majority of things, Avian internally
//! uses separate [`Position`] and [`Rotation`] components. These are automatically
//! kept in sync by the [`SyncPlugin`].
//!
//! There are several reasons why the separate components are currently used.
//!
//! - Position and rotation should be global from the physics engine's point of view.
//! - Transform scale and shearing can cause issues and rounding errors in physics.
//! - Transform hierarchies can be problematic.
//! - There is no `f64` version of `Transform`.
//! - There is no 2D version of `Transform` (yet), and having a 2D version can optimize several computations.
//! - When position and rotation are separate, we can technically have more systems running in parallel.
//! - Only rigid bodies have rotation, particles typically don't (although we don't make a distinction yet).
//!
//! In external projects however, using [`Position`] and [`Rotation`] is only necessary when you
//! need to manage positions within [`PhysicsSet::StepSimulation`]. Elsewhere, you should be able to use `Transform`.
//!
//! There is also a possibility that we will revisit this if/when Bevy has a `Transform2d` component.
//! Using `Transform` feels more idiomatic and simple, so it would be nice if it could be used directly
//! as long as we can get around the drawbacks.
//!
//! ### Can the engine be used on servers?
//!
//! Yes! Networking often requires running the simulation in a specific schedule, and in Avian you can
//! [set the schedule that runs physics](PhysicsPlugins#custom-schedule) and [configure the timestep](Physics)
//! to whatever you want.
//!
//! One configuration is to run the client in `FixedUpdate`, and to use a fixed timestep for [`Time<Physics>`](Physics)
//! on both the server and the client to make sure the physics simulation is only advanced by one step
//! each time the schedule runs.
//!
//! Note that while Avian should be locally deterministic (at least when single-threaded),
//! it can produce slightly different results on different machines.
//!
//! ### Something else?
//!
//! Physics engines are very large and Avian is young, so stability issues and bugs are to be expected.
//!
//! If you encounter issues, please consider first taking a look at the
//! [issues on GitHub](https://github.com/Jondolf/avian/issues) and
//! [open a new issue](https://github.com/Jondolf/avian/issues/new) if there already isn't one regarding your problem.
//!
//! You can also come and say hello on the [Bevy Discord server](https://discord.com/invite/gMUk5Ph).
//! There you can find a avian thread on the crate-help channel where you can ask questions.
//!
//! ## License
//!
//! Avian is free and open source. All code in the Avian repository is dual-licensed under either:
//!
//! - MIT License ([LICENSE-MIT](https://github.com/Jondolf/avian/blob/main/LICENSE-MIT)
//! or <http://opensource.org/licenses/MIT>)
//! - Apache License, Version 2.0 ([LICENSE-APACHE](https://github.com/Jondolf/avian/blob/main/LICENSE-APACHE)
//! or <http://www.apache.org/licenses/LICENSE-2.0>)
//!
//! at your option.
#![doc(
html_logo_url = "https://raw.githubusercontent.com/Jondolf/avian/avian/assets/branding/icon.png",
html_favicon_url = "https://raw.githubusercontent.com/Jondolf/avian/avian/assets/branding/icon.png"
)]
#![allow(
unexpected_cfgs,
clippy::type_complexity,
clippy::too_many_arguments,
rustdoc::invalid_rust_codeblocks
)]
#![warn(clippy::doc_markdown, missing_docs)]
#[cfg(all(not(feature = "f32"), not(feature = "f64")))]
compile_error!("either feature \"f32\" or \"f64\" must be enabled");
#[cfg(all(feature = "f32", feature = "f64"))]
compile_error!("feature \"f32\" and feature \"f64\" cannot be enabled at the same time");
#[cfg(all(not(feature = "2d"), not(feature = "3d")))]
compile_error!("either feature \"2d\" or \"3d\" must be enabled");
#[cfg(all(feature = "2d", feature = "3d"))]
compile_error!("feature \"2d\" and feature \"3d\" cannot be enabled at the same time");
#[cfg(all(
feature = "default-collider",
feature = "f32",
not(feature = "parry-f32")
))]
compile_error!(
"feature \"default-collider\" requires the feature \"parry-f32\" when \"f32\" is enabled"
);
#[cfg(all(
feature = "default-collider",
feature = "f64",
not(feature = "parry-f64")
))]
compile_error!(
"feature \"default-collider\" requires the feature \"parry-f64\" when \"f64\" is enabled"
);
#[cfg(all(feature = "2d", feature = "parry-f32"))]
pub extern crate parry2d as parry;
#[cfg(all(feature = "2d", feature = "parry-f64"))]
pub extern crate parry2d_f64 as parry;
#[cfg(all(feature = "3d", feature = "parry-f32"))]
pub extern crate parry3d as parry;
#[cfg(all(feature = "3d", feature = "parry-f64"))]
pub extern crate parry3d_f64 as parry;
pub mod collision;
#[cfg(feature = "debug-plugin")]
pub mod debug_render;
pub mod dynamics;
pub mod math;
pub mod position;
pub mod prepare;
pub mod schedule;
pub mod spatial_query;
pub mod sync;
mod type_registration;
pub use type_registration::PhysicsTypeRegistrationPlugin;
/// Re-exports common components, bundles, resources, plugins and types.
pub mod prelude {
#[cfg(feature = "debug-plugin")]
pub use crate::debug_render::*;
#[cfg(feature = "default-collider")]
pub(crate) use crate::position::RotationValue;
pub use crate::{
collision::{
self,
broad_phase::{BroadCollisionPairs, BroadPhasePlugin},
collider::{ColliderBackendPlugin, ColliderHierarchyPlugin},
contact_reporting::{
Collision, CollisionEnded, CollisionStarted, ContactReportingPlugin,
},
narrow_phase::{NarrowPhaseConfig, NarrowPhasePlugin},
*,
},
dynamics::{self, ccd::SpeculativeMargin, prelude::*},
position::{Position, Rotation},
prepare::{init_transforms, update_mass_properties, PrepareConfig, PreparePlugin},
schedule::*,
spatial_query::{self, *},
sync::SyncPlugin,
type_registration::PhysicsTypeRegistrationPlugin,
PhysicsPlugins,
};
pub(crate) use crate::{
math::*,
position::{PreSolveAccumulatedTranslation, PreSolveRotation, PreviousRotation},
};
pub use avian_derive::*;
}
mod utils;
#[cfg(test)]
mod tests;
use bevy::{
app::PluginGroupBuilder, ecs::intern::Interned, ecs::schedule::ScheduleLabel, prelude::*,
};
#[allow(unused_imports)]
use prelude::*;
/// A plugin group containing all of Avian's plugins.
///
/// By default, the following plugins will be added:
///
/// | Plugin | Description |
/// | --------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |
/// | [`PhysicsSchedulePlugin`] | Sets up the physics engine by initializing the necessary schedules, sets and resources. |
/// | [`PhysicsTypeRegistrationPlugin`] | Registers physics types to the `TypeRegistry` resource in `bevy_reflect`. |
/// | [`PreparePlugin`] | Runs systems at the start of each physics frame. Initializes [rigid bodies](RigidBody) and updates components. |
/// | [`ColliderBackendPlugin`] | Handles generic collider backend logic, like initializing colliders and AABBs and updating related components. |
/// | [`ColliderHierarchyPlugin`] | Handles transform propagation and [`ColliderParent`] updates for colliders. |
/// | [`BroadPhasePlugin`] | Collects pairs of potentially colliding entities into [`BroadCollisionPairs`] using [AABB](ColliderAabb) intersection checks. |
/// | [`NarrowPhasePlugin`] | Computes contacts between entities and sends collision events. |
/// | [`ContactReportingPlugin`] | Sends collision events and updates [`CollidingEntities`]. |
/// | [`IntegratorPlugin`] | Handles motion caused by velocity, and applies external forces and gravity. |
/// | [`SolverPlugin`] | Manages and solves contacts, [joints](dynamics::solver::joints), and other constraints. |
/// | [`CcdPlugin`] | Performs sweep-based [Continuous Collision Detection](dynamics::ccd) for bodies with the [`SweptCcd`] component. |
/// | [`SleepingPlugin`] | Manages sleeping and waking for bodies, automatically deactivating them to save computational resources. |
/// | [`SpatialQueryPlugin`] | Handles spatial queries like [raycasting](spatial_query#raycasting) and [shapecasting](spatial_query#shapecasting). |
/// | [`SyncPlugin`] | Keeps [`Position`] and [`Rotation`] in sync with `Transform`. |
/// | [`PhysicsDebugPlugin`] | Renders physics objects and events like [AABBs](ColliderAabb) and [contacts](Collision) for debugging purposes (only with `debug-plugin` feature enabled). |
///
/// Refer to the documentation of the plugins for more information about their responsibilities and implementations.
///
/// ## World scale
///
/// The [`PhysicsLengthUnit`] resource is a units-per-meter scaling factor
/// that adjusts the engine's internal properties to the scale of the world.
/// It is recommended to configure the length unit to match the approximate length
/// of the average dynamic object in the world to get the best simulation results.
///
/// For example, a 2D game might use pixels as units and have an average object size
/// of around 100 pixels. By setting the length unit to `100.0`, the physics engine
/// will interpret 100 pixels as 1 meter for internal thresholds, improving stability.
///
/// The length unit can be set by inserting the resource like normal,
/// but it can also be specified through the [`PhysicsPlugins`] plugin group.
///
/// ```no_run
/// # #[cfg(feature = "2d")]
/// use avian2d::prelude::*;
/// use bevy::prelude::*;
///
/// # #[cfg(feature = "2d")]
/// fn main() {
/// App::new()
/// .add_plugins((
/// DefaultPlugins,
/// // A 2D game with 100 pixels per meter
/// PhysicsPlugins::default().with_length_unit(100.0),
/// ))
/// .run();
/// }
/// # #[cfg(not(feature = "2d"))]
/// # fn main() {} // Doc test needs main
/// ```
///
/// ## Custom schedule
///
/// You can run the [`PhysicsSchedule`] in any schedule you want by specifying the schedule when adding the plugin group:
///
/// ```no_run
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// fn main() {
/// App::new()
/// .add_plugins((DefaultPlugins, PhysicsPlugins::new(FixedUpdate)))
/// .run();
/// }
/// ```
///
/// Note that using `FixedUpdate` with a fixed [physics timestep](Physics) can produce unexpected results due to two separate
/// fixed timesteps. However, using `FixedUpdate` can be useful for [networking usage](crate#can-the-engine-be-used-on-servers)
/// when you need to keep the client and server in sync.
///
/// ## Custom plugins
///
/// First, create a new plugin. If you want to run your systems in the engine's schedules, get either the [`PhysicsSchedule`]
/// or the [`SubstepSchedule`]. Then you can add your systems to that schedule and control system ordering with system sets like
/// [`PhysicsStepSet`], [`SolverSet`], or [`SubstepSolverSet`](dynamics::solver::SubstepSolverSet).
///
/// Here we will create a custom broad phase plugin that will replace the default [`BroadPhasePlugin`]:
///
/// ```
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// pub struct CustomBroadPhasePlugin;
///
/// impl Plugin for CustomBroadPhasePlugin {
/// fn build(&self, app: &mut App) {
/// // Make sure the PhysicsSchedule is available
/// let physics_schedule = app
/// .get_schedule_mut(PhysicsSchedule)
/// .expect("add PhysicsSchedule first");
///
/// // Add the system into the broad phase system set
/// physics_schedule.add_systems(collect_collision_pairs.in_set(PhysicsStepSet::BroadPhase));
/// }
/// }
///
/// fn collect_collision_pairs() {
/// // Implementation goes here
/// }
/// ```
///
/// Next, when creating your app, simply disable the default [`BroadPhasePlugin`] and add your custom plugin:
///
/// ```no_run
#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
/// use bevy::prelude::*;
///
/// # struct CustomBroadPhasePlugin;
/// # impl Plugin for CustomBroadPhasePlugin {
/// # fn build(&self, app: &mut App) {}
/// # }
/// #
/// fn main() {
/// let mut app = App::new();
///
/// app.add_plugins(DefaultPlugins);
///
/// // Add PhysicsPlugins and replace default broad phase with our custom broad phase
/// app.add_plugins(
/// PhysicsPlugins::default()
/// .build()
/// .disable::<BroadPhasePlugin>()
/// .add(CustomBroadPhasePlugin),
/// );
///
/// app.run();
/// }
/// ```
///
/// You can find a full working example
/// [here](https://github.com/Jondolf/avian/blob/main/crates/avian3d/examples/custom_broad_phase.rs).
pub struct PhysicsPlugins {
schedule: Interned<dyn ScheduleLabel>,
length_unit: Scalar,
}
impl PhysicsPlugins {
/// Creates a [`PhysicsPlugins`] plugin group using the given schedule for running the [`PhysicsSchedule`].
///
/// The default schedule is `PostUpdate`.
pub fn new(schedule: impl ScheduleLabel) -> Self {
Self {
schedule: schedule.intern(),
length_unit: 1.0,
}
}
/// Sets the value used for the [`PhysicsLengthUnit`], a units-per-meter scaling factor
/// that adjusts the engine's internal properties to the scale of the world.
///
/// For example, a 2D game might use pixels as units and have an average object size
/// of around 100 pixels. By setting the length unit to `100.0`, the physics engine
/// will interpret 100 pixels as 1 meter for internal thresholds, improving stability.
///
/// Note that this is *not* used to scale forces or any other user-facing inputs or outputs.
/// Instead, the value is only used to scale some internal length-based tolerances, such as
/// [`SleepingThreshold::linear`] and [`NarrowPhaseConfig::default_speculative_margin`],
/// as well as the scale used for [debug rendering](PhysicsDebugPlugin).
///
/// Choosing the appropriate length unit can help improve stability and robustness.
///
/// # Example
///
/// ```no_run
/// # #[cfg(feature = "2d")]
/// use avian2d::prelude::*;
/// use bevy::prelude::*;
///
/// # #[cfg(feature = "2d")]
/// fn main() {
/// App::new()
/// .add_plugins((
/// DefaultPlugins,
/// // A 2D game with 100 pixels per meter
/// PhysicsPlugins::default().with_length_unit(100.0),
/// ))
/// .run();
/// }
/// # #[cfg(not(feature = "2d"))]
/// # fn main() {} // Doc test needs main
/// ```
pub fn with_length_unit(mut self, unit: Scalar) -> Self {
self.length_unit = unit;
self
}
}
impl Default for PhysicsPlugins {
fn default() -> Self {
Self::new(PostUpdate)
}
}
impl PluginGroup for PhysicsPlugins {
fn build(self) -> PluginGroupBuilder {
let builder = PluginGroupBuilder::start::<Self>()
.add(PhysicsSchedulePlugin::new(self.schedule))
.add(PhysicsTypeRegistrationPlugin)
.add(PreparePlugin::new(self.schedule))
.add(ColliderHierarchyPlugin::new(self.schedule));
#[cfg(all(
feature = "default-collider",
any(feature = "parry-f32", feature = "parry-f64")
))]
let builder = builder
.add(ColliderBackendPlugin::<Collider>::new(self.schedule))
.add(NarrowPhasePlugin::<Collider>::default());
builder
.add(BroadPhasePlugin)
.add(ContactReportingPlugin)
.add(IntegratorPlugin::default())
.add(SolverPlugin::new_with_length_unit(self.length_unit))
.add(CcdPlugin::new(self.schedule))
.add(SleepingPlugin)
.add(SpatialQueryPlugin::new(self.schedule))
.add(SyncPlugin::new(self.schedule))
}
}