vleue_navigator
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Navigation for Bevy with NavMesh
Navigation mesh for Bevy using Polyanya.
Check out the WASM demo
Usage
Loading a mesh from a gLTF file, then building a NavMesh
from it and using it for getting paths between random points.
use bevy::{
gltf::{Gltf, GltfMesh},
prelude::*,
};
use vleue_navigator::{NavMesh, VleueNavigatorPlugin};
use rand::Rng;
fn main() {
App::new()
.add_plugins((DefaultPlugins, VleueNavigatorPlugin))
.add_systems(Startup, load)
.add_systems(Update, get_path)
.run()
}
#[derive(Resource)]
struct Handles(Handle<Gltf>, Option<Handle<NavMesh>>);
fn load(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.insert_resource(Handles(asset_server.load("navmesh.glb"), None));
}
fn get_path(
mut handles: ResMut<Handles>,
gltfs: Res<Assets<Gltf>>,
gltf_meshes: Res<Assets<GltfMesh>>,
meshes: Res<Assets<Mesh>>,
mut navmeshes: ResMut<Assets<NavMesh>>,
) {
if handles.1.is_none() {
// Get the gltf struct loaded from the file
let Some(gltf) = gltfs.get(&handles.0) else {
return
};
// Get the mesh called `navmesh`
let Some(gltf_mesh) = gltf_meshes.get(&gltf.named_meshes["navmesh"]) else {
return
};
// Get the actual mesh
let Some(mesh) = meshes.get(&gltf_mesh.primitives[0].mesh) else {
return
};
// Build a `NavMesh` from that mesh, then save it as an asset
handles.1 = Some(navmeshes.add(NavMesh::from_bevy_mesh(mesh)));
} else {
// Get the navmesh, then search for a path
let Some(navmesh) = navmeshes.get(handles.1.as_ref().unwrap()) else {
return
};
// Find two random point
let from = Vec2::new(
rand::thread_rng().gen_range(-50.0..50.0),
rand::thread_rng().gen_range(-50.0..50.0),
);
let to = Vec2::new(
rand::thread_rng().gen_range(-50.0..50.0),
rand::thread_rng().gen_range(-50.0..50.0),
);
if let Some(path) = navmesh.path(from, to) {
info!("path from {} to {}: {:?}", from, to, path);
} else {
info!("no path between {} and {}", from, to)
}
}
}
Bevy | vleue_navigator |
---|---|
0.13 | 0.7 |