# `bevy_heavy` [![MIT/Apache 2.0](https://img.shields.io/badge/license-MIT%2FApache-blue.svg)](https://github.com/Jondolf/bevy_heavy#license) [![ci](https://github.com/Jondolf/bevy_heavy/actions/workflows/ci.yml/badge.svg?branch=main)](https://github.com/Jondolf/bevy_heavy/actions/workflows/ci.yml) [![crates.io](https://img.shields.io/crates/v/bevy_heavy?label=crates.io)](https://crates.io/crates/bevy_heavy) [![docs.rs](https://img.shields.io/docsrs/bevy_heavy?label=docs.rs)](https://docs.rs/bevy_heavy) `bevy_heavy` is a crate for computing mass properties (mass, angular inertia, and center of mass) for the [geometric primitives] in the [Bevy game engine][Bevy]. This is typically required for things like physics simulations. [geometric primitives]: https://docs.rs/bevy/latest/bevy/math/primitives/index.html [Bevy]: https://bevyengine.org ## Features - `MassProperties2d` and `MassProperties3d` structs containing the mass, angular inertia, and local center of mass - Mass property computation for all of Bevy's [geometric primitives] - Eigensolver for symmetric 3x3 matrices - Support for `bevy_reflect` and `serde` through the `bevy_reflect` and `serialize` feature flags ## Usage Mass properties can be computed individually for shapes using the `mass`, `angular_inertia`, and `center_of_mass` methods: ```rust use bevy_heavy::{ComputeMassProperties2d, MassProperties2d}; use bevy_math::{primitives::Rectangle, Vec2}; let rectangle = Rectangle::new(2.0, 1.0); let density = 2.0; let mass = rectangle.mass(density); let angular_inertia = rectangle.angular_inertia(mass); let center_of_mass = rectangle.center_of_mass(); ``` You can also compute all mass properties at once, returning `MassProperties2d` for 2D shapes, or `MassProperties3d` for 3D shapes. This can be more efficient when more than one property is needed. ```rust let mass_props = rectangle.mass_properties(density); ``` The mass property types have several helper methods for various transformations and operations: ```rust let shifted_inertia = mass_props.shifted_angular_inertia(Vec2::new(-3.5, 1.0)); let global_center_of_mass = mass_props.global_center_of_mass(Vec2::new(5.0, 7.5)); ``` You can also add and subtract mass properties: ```rust let mass_props_2 = MassProperties2d::new(mass, angular_inertia, Vec2::new(0.0, 1.0)); let sum = mass_props + mass_props_2; approx::assert_relative_eq!(sum - mass_props_2, mass_props); ``` To support mass property computation for custom shapes, implement `ComputeMassProperties2d` or `ComputeMassProperties3d` for them. ## Supported `bevy_math` Versions | `bevy_math` | `bevy_heavy` | | ----------- | ------------ | | 0.19 | 0.5 | | 0.18 | 0.4 | | 0.17 | 0.3 | | 0.16 | 0.2 | | 0.15 | 0.1 | ## License `bevy_heavy` is free, open source, and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either: - MIT License ([LICENSE-MIT](/LICENSE-MIT) or ) - Apache License, Version 2.0 ([LICENSE-APACHE](/LICENSE-APACHE) or ) at your option. This dual-licensing approach is the de-facto standard in the Rust ecosystem, and there are [very good reasons](https://github.com/bevyengine/bevy/issues/2373) to include both.