CPU driven Cloth engine for Bevy using Verlet integration.
by FĂ©lix Lescaudey de Maneville
Add bevy_silk
as a dependency in the Cargo.toml
bevy_silk = "0.3"
Or follow the main git branch
bevy_silk = { git = "https://github.com/ManevilleF/bevy_silk" }
| bevy_silk
| bevy
|
|-------------|--------|
| 0.1.0 | 0.7 |
| 0.2.0 | 0.7 |
| 0.3.0 | 0.8 |
Add the ClothPlugin
to your bevy app
```rust norun use bevy::prelude::*; use bevysilk::prelude::*;
fn main() { App::new() .addplugins(DefaultPlugins) .addplugin(ClothPlugin) // ... Add your resources and systems .run(); } ```
For a mesh to be used as cloth, add the ClothBuilder
component to any entity with a Handle<Mesh>
component.
Note:
Transform
andGlobalTransform
are also required
cloth data which will be populated automatically from the associated Handle<Mesh>
.
```rust use bevy::prelude::; use bevy_silk::prelude::;
fn spawn(mut commands: Commands) {
commands.spawnbundle(PbrBundle {
// Add your mesh, material and your custom PBR data
..Default::default()
}).insert(ClothBuilder::new()
// Define pinned vertices ids using an Iterator
.withpinnedvertexids(0..9)
// Define the stick generation mode
.withstickgeneration(StickGeneration::Quads)
// Defines the sticks target length option
.withsticklength(StickLen::Auto)
// The cloth will compute flat mesh normals
.withflatnormals()
// ...
);
}
```
Specifying vertex anchors allows to pin some cloth vertices to various entities.
The ClothBuilder
has multiple methods allowing to anchor vertices through their id or color.
For example you can pin some cloth vertices to the cloth entity's GlobalTransform
:
```rust use bevy::prelude::Color; use bevy_silk::prelude::*;
let cloth = ClothBuilder::new() // Adds pinned vertices ids using an Iterator .withpinnedvertexids(0..9) // Adds a single pinned vertex id .withpinnedvertexid(10) // Adds pinned vertex colors using an Iterator .withpinnedvertexcolors([Color::WHITE, Color::BLACK].intoiter()) // Adds a single pinned vertex color .withpinnedvertex_color(Color::YELLOW); ```
For more anchoring options, for example to specify a custom entity to pin the vertices to:
```rust use bevy::prelude::; use bevy_silk::prelude::;
fn spawn(mut commands: Commands) {
// Spawn an entity and get its id
let entitya = commands
.spawn()
// Add your components
// .insertbundle(TransformBundle::default())
// ...
.id();
let anchortoa = VertexAnchor {
customtarget: Some(entitya), // The anchor will pin the vertices to entity_a
customoffset: Some(Vec3::new(1.0, 1.2, 0.0)), // Specify an extra offset from the target's GlobalTransform
..Default::default()
};
let anchortoself = VertexAnchor {
customtarget: None, // The anchor will pin the cloth entity
custom_offset: Some(Vec3::new(-1.0, 0.0, -0.1)), // Specify an extra offset from the target's GlobalTransform
..Default::default()
};
let cloth = ClothBuilder::new()
// Adds pinned vertices ids using an Iterator
.with_anchored_vertex_ids(0..9, anchor_to_a)
// Adds a single pinned vertex id
.with_anchored_vertex_id(10, anchor_to_self)
// Adds pinned vertex colors using an Iterator
.with_anchored_vertex_colors([Color::WHITE, Color::BLACK].into_iter(), anchor_to_a)
// Adds a single pinned vertex color
.with_anchored_vertex_color(Color::YELLOW, anchor_to_self);
} ```
Custom anchoring allows to : - pin vertices to various entities, like skeletal mesh joints - define custom offsets to customize the distance between the anchored vertices an the target - use world space pinning and ignore the target's rotation for example - override the vertex positions, using only the offset
Note:
bevy
0.7.0 doesn't support vertex colors yet, resulting in potential crash if used
You can customize the global cloth physics by inserting the ClothConfig
resource to your app:
```rust norun use bevy::prelude::*; use bevysilk::prelude::*;
fn main() { App::new() .addplugins(DefaultPlugins) .insertresource(ClothConfig { gravity: Vec3::new(0.0, -9.81, 0.0), friction: 0.02, stickscomputationdepth: 5, accelerationsmoothing: AccelerationSmoothing::default() }) .addplugin(ClothPlugin) // ... Add your resources and systems .run(); } ```
ClothConfig
can also be used as a component to override the global configuration.
You may add wind forces to the simulation for a more dynamic clothing effect, for each force you may choose from:
- Wind::Constant
for constant wind force
- Wind::SinWave
for a sin wave following wind intensity with custom force and frequency.
Wind
forces can be added as a resource to your app through the Winds
container:
```rust norun use bevy::prelude::*; use bevysilk::prelude::*;
fn main() { App::new() .addplugins(DefaultPlugins) .insertresource(Winds { windforces: vec![Wind::SinWave { maxvelocity: Vec3::new(10.0, 15.0, -5.0), frequency: 3.0, normalize: false, abs: false }] }) .add_plugin(ClothPlugin) // ... Add your resources and systems .run(); } ```
Check the flag example for simple wind effect.
Enabling the rapier_collisions
features enable cloth interaction with other colliders. Add a ClothCollider
to your entity to enable collisions:
```rust use bevy::prelude::; use bevy_silk::prelude::;
fn spawn(mut commands: Commands) {
commands.spawn_bundle(PbrBundle {
// Add your mesh, material and your custom PBR data
..Default::default()
})
.insert(ClothBuilder::new())
.insert(ClothCollider::default());
}
```
Three bevy_rapier
components will be automatically inserted:
- a RigidBody::KinematicPositionBased
- a Collider
which will be updated every frame to follow the cloth bounds (AABB)
- a SolverGroup
set to 0 (Group::NONE
) in everything, avoiding default collision solving.
You can customize what collisions will be checked through a CollisionGroups
(See the rapier docs).
Note: Collision support is still experimental for now and is not suited for production use. Feedback is welcome !
bevy_silk
provides a plane mesh generation function rectangle_mesh
useful for classic cloth uses like flags or capes
My mesh falls immediately and infinitely when I add a Cloth component, how to fix it?
You probably didn't specify any pinned points, meaning there are no vertices anchored to your entity's GlobalTransform
.
My cloth jitters a lot/ suddenly falls down/ has strange sudden behaviour
Gravity and winds are by default smoothed out by the framerate, if the framerate drops suddenly gravity and wind get much stronger.
If your simulation suffers from this you can specify a custom smooth value in ClothConfig::acceleration_smoothing
.
run cargo run --example flag --features debug
run cargo run --example balloon --features debug
run cargo run --example moving --features debug
run cargo run --example rapier_collision --features "debug rapier_collisions"
run cargo run --example anchors --features debug