soft_body_clusters
Joints and rigid colliders both need a frame to be attached to, i.e., a translation and a rotation, which a soft-body
doesn't have. This is what soft frames are for: a soft frame is a rigid-body of type
RigidBodyType::SoftFrame which pose is computed at each timestep
from a set of particles, by shape-matching. Since it is an ordinary rigid-body, every API working with rigid-bodies
works with it too: impulse joints of any kind (fixed, revolute, prismatic, generic, etc.) can be
attached to it, as well as rigid colliders (sensors included), and its position can be read at any time. Therefore a
soft-body is linked to another soft-body, to a rigid-body, or to a multibody
exactly the same way two rigid-bodies are.
The root body
Every soft-body is created with one soft frame covering all of its particles: its root body. It is the rigid-body
given by RapierSoftBody::root_body. A
joint attached to it acts on the soft-body as a whole, and so does a force or an impulse applied to it. It also stands
for the soft-body in the islands, and it is the parent of the colliders the engine built for the body's surface (a
deformable collider bound to another cluster has the proxy of that cluster as its parent
instead). The soft-body a collider belongs to is given by the
deformable_mesh_ref of the Rapier collider, which is how a collider reported by a
scene query or by a collision
event is traced back to the body it
covers. Note that this is rarely needed here, since the colliders of the surface report the soft-body entity
itself as their entity.
The soft-body entity stands for its root body: an ImpulseJoint inserted on the soft-body entity,
or which parent is the soft-body entity, is attached to the root body, and so is a Collider inserted on a child
entity of the soft-body entity (such a child follows the pose of the root body, as explained in the
soft-bodies and entities section). The handle of the root body is
given by soft_body_whole_proxy:
- Example 2D
- Example 3D
// The soft-body entity stands for its root body. A joint attached to it acts on the soft-body
// as a whole: this one hangs the jelly under a fixed anchor by a spring.
let anchor = commands
.spawn((Transform::from_xyz(3.0, 5.0, 0.0), RigidBody::Fixed))
.id();
commands.entity(jelly).insert(ImpulseJoint::new(
anchor,
SpringJointBuilder::new(2.0, 60.0, 2.0),
));
// A rigid collider on a child of the soft-body entity is attached to its root body: here a
// sensor detecting what comes close to the jelly.
commands
.entity(jelly)
.with_child((Transform::default(), Collider::ball(1.6), Sensor));
// The soft-body entity stands for its root body. A joint attached to it acts on the soft-body
// as a whole: this one hangs the jelly under a fixed anchor by a spring.
let anchor = commands
.spawn((Transform::from_xyz(3.0, 4.0, 0.0), RigidBody::Fixed))
.id();
commands.entity(jelly).insert(ImpulseJoint::new(
anchor,
SpringJointBuilder::new(2.5, 60.0, 2.0),
));
// A rigid collider on a child of the soft-body entity is attached to its root body: here a
// sensor detecting what comes close to the jelly.
commands
.entity(jelly)
.with_child((Transform::default(), Collider::ball(1.0), Sensor));
The pose of the root body is recomputed from the particles at each timestep, therefore moving it has no effect. Removing it is not a no-op though: like any cluster proxy, it takes its cluster with it, i.e., the whole soft-body, unless another cluster covers some of its particles (see removal).
Clusters
A single frame for the whole body is often not expressive enough: several joints attached to the root body all act on
the body as a whole, and their effect isn't concentrated where they are attached. This is why a soft-body can also be
given clusters (entities with a SoftBodyCluster
component), i.e.,
soft frames over any subset of its particles, each with its own pose computed by shape-matching over that subset only.
Joints attached to different clusters then act on different parts of the body, each with its own orientation:
Similarly, rigid colliders attached to the proxies of different clusters move and rotate independently, which is what allows the definition of rigid parts on a deformable body: the handle of a deformable hammer, the bones of a soft character, or the plate a jelly is carried on.
A cluster is created by inserting a SoftBodyCluster component (containing the soft-body entity it
related to and the indices of the particles of the cluster) on another entity than the soft-body entity. The plugin then
inserts the RapierRigidBodyHandle of the proxy of the cluster on that entity, which can therefore be used like any rigid-body
entity by the ImpulseJoints, as well as by the Colliders inserted on its children. The pose of the proxy is written
back to the Transform of the cluster entity after each step, so its children follow every motion of the cluster.
Note that the cluster entity must not be given a RigidBody component, that modifying its Transform has no effect,
and that its SoftBodyCluster component is only read when the cluster is created:
- Example 2D
- Example 3D
// A cluster over the top particles of the jelly (their indices are read from its builder,
// in the local frame of the jelly entity).
let top: Vec<u32> = (0..)
.zip(jelly_body.builder.particle_positions())
.filter(|(_, p)| p.y > 0.8)
.map(|(i, _)| i)
.collect();
// A rigid plate welded onto the cluster.
let plate = commands
.spawn((
Transform::from_xyz(3.0, 2.4, 0.0),
RigidBody::Dynamic,
Collider::cuboid(1.2, 0.05),
ColliderMassProperties::Density(0.4),
))
.id();
// The cluster entity gets the proxy rigid-body of the cluster, which joints and colliders
// can be attached to like to any rigid-body.
commands.spawn((
PlateCluster,
SoftBodyCluster::new(jelly, top),
ImpulseJoint::new(
plate,
FixedJointBuilder::new().local_anchor1(Vec2::new(0.0, -0.1)),
),
// A cluster can be tuned as a whole.
SoftBodyClusterMaterial {
stiffness_scale: 2.0,
..default()
},
SoftBodyClusterShapeMatching::default(),
));
// A cluster over the top particles of the jelly (their indices are read from its builder,
// in the local frame of the jelly entity).
let top: Vec<u32> = (0..)
.zip(jelly_body.builder.particle_positions())
.filter(|(_, p)| p.y > 0.3)
.map(|(i, _)| i)
.collect();
// A rigid plate welded onto the cluster.
let plate = commands
.spawn((
Transform::from_xyz(3.0, 1.9, 0.0),
RigidBody::Dynamic,
Collider::cuboid(0.7, 0.05, 0.7),
ColliderMassProperties::Density(0.4),
))
.id();
// The cluster entity gets the proxy rigid-body of the cluster, which joints and colliders
// can be attached to like to any rigid-body.
commands.spawn((
PlateCluster,
SoftBodyCluster::new(jelly, top),
ImpulseJoint::new(
plate,
FixedJointBuilder::new().local_anchor1(Vec3::new(0.0, -0.1, 0.0)),
),
// A cluster can be tuned as a whole.
SoftBodyClusterMaterial {
stiffness_scale: 2.0,
..default()
},
SoftBodyClusterShapeMatching::default(),
));
A cluster also defines a few settings for the elements it covers, which gives regional materials without needing separate bodies:
- The stiffness scale
(
SoftBodyClusterMaterial::stiffness_scale) multiplies the Young modulus of every cell entirely contained in the cluster (the cells straddling its boundary are left unchanged). - The edge softness
(
SoftBodyClusterMaterial::edge_softness) overrides the softness of every edge entirely contained in the cluster, e.g., a stiffer collar on a shirt. - The tear resistance
(
SoftBodyClusterMaterial::tear_resistance) multiplies the tear thresholds of every element entirely contained in the cluster, e.g., a tough region, or a perforation line. - Shape-matching (the
SoftBodyClusterShapeMatchingcomponent) pulls the particles of the cluster toward the frame of its proxy (or toward the world-spacetargetof that component), so that part of the body tends to keep the shape it was created with.
These cluster components, as well as the ones controlling a cluster kinematically, are applied again whenever they change, and can also be inserted on the soft-body entity itself in order to act on its whole-body cluster.
The rotation of a cluster is deduced from its particles, which isn't possible for a cluster made of a single particle (or, in 3D, of collinear particles). Such a cluster has no angular response, therefore the angular parts of the joints attached to its proxy are disabled.