Crate bevy_tnua

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§Tnua - A Character Controller for Bevy.

Tnua (“motion” in Hebrew) is a floating character controller, which means that instead of constantly touching the ground the character floats above it, which makes many aspects of the motion control simpler.

Tnua can use Rapier or Avian, and supports both the 2D and 3D versions of both with integration crates:

Each physics integration crate has basic usage instructions for adding it in its documentation.

When using a physics backend with double precision (like Avian with the f64 flag), the f64 flag should be added to all the Tnua crates. This applies to double precision data that gets defined by the physics backend - Bevy itself will still use single precision, and this is the precision the position and rotation will use.

In addition to the physics integration plugin, the TnuaControllerPlugin should also be added.

Some physics backends support running in different schedules (e.g. FixedUpdate to make the simulation deterministic). When using this feature, the physics integration plugin, TnuaControllerPlugin, and any other Tnua plugin that supports it (such as TnuaCrouchEnforcer) must also be registered in that schedule, using their ::new() method instead of ::default(). The player controls systems must also be registered under that same schedule (instead of under Update, which is where it should usually be registered)

A Tnua controlled character must have a dynamic rigid body, everything from Tnua<physics-backend>IOBundle (e.g. - for Rapier 3D, use TnuaRapier3dIOBundle), and a TnuaController (and its automatically added required component):

cmd.insert(RigidBody::Dynamic);
cmd.insert(TnuaRapier3dIOBundle::default()); // this one depends on the physics backend
cmd.insert(TnuaController::default());

Typically though it’d also include a Collider.

  • Tnua, by default, casts a single ray to the ground. This can be a problem when the character stands on a ledge, because the ray may be past the ledge while the character’s collider isn’t. To avoid that, use Tnua<physics-backend>SensorShape (e.g. - for Rapier 3D, use TnuaRapier3dSensorShape) to replace the ray with a shape that resembles the collider. It is better to use a shape a little bit smaller than the collider, so that when the character presses against a wall Tnua won’t think it should be lifted up when the casted shape hits that wall.
  • Tnua will apply forces to keep the character upright, but it is also possible to lock rotation so that there would be no tilting at all. This is done by Tnua itself - it has to be done by the physics engine. Both Rapier and Avian can do it using a component called LockedAxes. When using it in 3D in combination of rotation controls (such as TnuaBuiltinWalk::desired_forward) make sure to only lock the X and Z axess, so that Tnua could rotate the character around the Y axis.

§Controlling the Character

To control the character, update the TnuaController by feeding it a basis and zero or more actions. For some of the advanced features to work, the system that does this needs to be placed inside the TnuaUserControlsSystemSet system set.

fn player_control_system(mut query: Query<(
    &mut TnuaController,
    &PlayerInputComponent,  // not part of Tnua - defined in user code
)>) {
    for (mut controller, player_input) in query.iter_mut() {
        controller.basis(TnuaBuiltinWalk {
            // Move in the direction the player entered, at a speed of 10.0:
            desired_velocity: player_input.direction_vector() * 10.0,

            // Turn the character in the movement direction:
            desired_forward: Dir3::new(player_input.direction_vector()).ok(),
             
            // Must be larger than the height of the entity's center from the bottom of its
            // collider, or else the character will not float and Tnua will not work properly:
            float_height: 2.0,

            // TnuaBuiltinWalk has many other fields that can be configured:
            ..Default::default()
        });

        if player_input.jump_pressed() {
            // The jump action must be fed as long as the player holds the button.
            controller.action(TnuaBuiltinJump {
                // The full height of the jump, if the player does not release the button:
                height: 4.0,

                // TnuaBuiltinJump too has other fields that can be configured:
                ..Default::default()
            });
        }
    }
}

Refer to the documentation of TnuaController for more information, but essentially the basis controls the general movement and the action is something special (jump, dash, crouch, etc.)

§Motion Based Animation

TnuaController can also be used to retreive data that can be used to decide which animation to play. A useful helper for that is TnuaAnimatingState.

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