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bevy_silk
cargo install bevy_silk
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bevy_silk

Cloth engine for Bevy

by Félix Lescaudey de Maneville

0.2.0 (see all)License:non-standard
cargo install bevy_silk
Readme

Bevy Silk

workflow

MIT licensed unsafe forbidden Crates.io Docs.rs dependency status

CPU driven Cloth engine for Bevy using Verlet integration.

by Félix Lescaudey de Maneville

Get started

Dependency

Add bevy_silk as a dependency in the Cargo.toml

bevy_silk = "0.2"

Or follow the main git branch

bevy_silk = { git = "https://github.com/ManevilleF/bevy_silk" }

Supported Bevy Versions

bevy_silk bevy
0.1.0 0.7
0.2.0 0.7

Plugin

Add the ClothPlugin to your bevy app

use bevy::prelude::*;
use bevy_silk::prelude::*;


fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ClothPlugin)
// ... Add your resources and systems
.run();
}

fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugin(ClothPlugin) // ... Add your resources and systems .run(); }

Add cloth to a mesh

For a mesh to be used as cloth, add the ClothBuilder component to any entity with a Handle<Mesh> component.

Note: Transform and GlobalTransform are also required

cloth data which will be populated automatically from the associated Handle<Mesh>.

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()
// Define pinned vertices ids using an Iterator
.with_pinned_vertex_ids(0..9)
// Define the stick generation mode
.with_stick_generation(StickGeneration::Quads)
// Defines the sticks target length option
.with_stick_length(StickLen::Auto)
// The cloth will compute flat mesh normals
.with_flat_normals()
// ...
);
}

fn spawn(mut commands: Commands) { commands.spawn_bundle(PbrBundle { // Add your mesh, material and your custom PBR data
..Default::default() }).insert(ClothBuilder::new() // Define pinned vertices ids using an Iterator .with_pinned_vertex_ids(0..9) // Define the stick generation mode .with_stick_generation(StickGeneration::Quads) // Defines the sticks target length option .with_stick_length(StickLen::Auto) // The cloth will compute flat mesh normals .with_flat_normals() // ... ); }

Vertex anchoring

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:

use bevy::prelude::Color;
use bevy_silk::prelude::*;


let cloth = ClothBuilder::new()
// Adds pinned vertices ids using an Iterator
.with_pinned_vertex_ids(0..9)
// Adds a single pinned vertex id
.with_pinned_vertex_id(10)
// Adds pinned vertex colors using an Iterator
.with_pinned_vertex_colors([Color::WHITE, Color::BLACK].into_iter())
// Adds a single pinned vertex color
.with_pinned_vertex_color(Color::YELLOW);

let cloth = ClothBuilder::new() // Adds pinned vertices ids using an Iterator .with_pinned_vertex_ids(0..9) // Adds a single pinned vertex id .with_pinned_vertex_id(10) // Adds pinned vertex colors using an Iterator .with_pinned_vertex_colors([Color::WHITE, Color::BLACK].into_iter()) // Adds a single pinned vertex color .with_pinned_vertex_color(Color::YELLOW);

For more anchoring options, for example to specify a custom entity to pin the vertices to:

use bevy::prelude::*;
use bevy_silk::prelude::*;


fn spawn(mut commands: Commands) {
// Spawn an entity and get its id
let entity_a = commands
.spawn()
// Add your components
// .insert_bundle(TransformBundle::default())
// ...
.id();
let anchor_to_a = VertexAnchor {
custom_target: Some(entity_a), // The anchor will pin the vertices to entity_a
custom_offset: Some(Vec3::new(1.0, 1.2, 0.0)),  // Specify an extra offset from the target's GlobalTransform
..Default::default()
};
let anchor_to_self = VertexAnchor {
custom_target: 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

Configuration

You can customize the global cloth physics by inserting the ClothConfig resource to your app:

use bevy::prelude::*;
use bevy_silk::prelude::*;


fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(ClothConfig {
gravity: Vec3::new(0.0, -9.81, 0.0),
friction: 0.02,
sticks_computation_depth: 5,
acceleration_smoothing: AccelerationSmoothing::default()
})
.add_plugin(ClothPlugin)
// ... Add your resources and systems
.run();
}

fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(ClothConfig { gravity: Vec3::new(0.0, -9.81, 0.0), friction: 0.02, sticks_computation_depth: 5, acceleration_smoothing: AccelerationSmoothing::default() }) .add_plugin(ClothPlugin) // ... Add your resources and systems .run(); }

ClothConfig can also be used as a component to override the global configuration.

Wind

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 sinwave following wind intensity with custom force and frequency.

Wind forces can be added as a resource to your app through the Winds container:

use bevy::prelude::*;
use bevy_silk::prelude::*;


fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(Winds {
wind_forces: vec![Wind::SinWave {
            max_velocity: Vec3::new(10.0, 15.0, -5.0),
            frequency: 3.0,
            normalize: false,
            abs: false
        }]
})
.add_plugin(ClothPlugin)
// ... Add your resources and systems
.run();
}

fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(Winds { wind_forces: vec![Wind::SinWave { max_velocity: 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.

Collisions

Enabling the rapier_collisions features enable cloth interaction with other colliders. Add a ClothCollider to your entity to enable collisions:

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());
}

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 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 !

Mesh utils

bevy_silk provides a plane mesh generation function rectangle_mesh useful for classic cloth uses like flags or capes

Q&A

  • 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.

TODO list

  • Wind
  • Custom stick target length options
  • Different stick behaviors (spring, stick, etc)
  • dynamic flat normal mapping
  • dynamic smooth normal mapping
  • Rapier Collision support
  • Heron Collision support
  • Vertex color pinning
  • Overridden pinned positions
  • Cloth cutting maybe?

Examples

Bevy Flag

  1. Flag example

run cargo run --example flag --features debug

  1. Balloon example

run cargo run --example balloon --features debug

  1. Moving example

run cargo run --example moving --features debug

  1. Rapier Collision example

run cargo run --example rapier_collision --features "debug rapier_collisions"

  1. Anchors example

run cargo run --example anchors --features debug

GitHub Stars

12

LAST COMMIT

1mo ago

MAINTAINERS

1

CONTRIBUTORS

1

OPEN ISSUES

0

OPEN PRs

0
VersionTagPublished
0.2.0
1mo ago
0.1.0
1mo ago
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