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soft_body_creation_and_insertion

A soft-body is described by a SoftBodyBuilder (wrapped by the SoftBody component), which constructors build the lattice of the most common shapes:

ConstructorDimensionLattice
rope2D, 3DStructural and bending edges between the particles of a line.
cloth, cloth_anisotropic, cloth_tube3DStructural, shear and bending edges, with a triangle surface.
grid2DTriangle cells filling a rectangle.
cuboid3DTetrahedral cells filling a box.
polygon, disk2DA closed boundary preserving its area.
sphere3DA closed surface preserving its volume, with dihedral bending constraints.
trimesh, polyline2D, 3D (trimesh), 2D (polyline)The vertices and edges of a mesh, held by shape matching.
volumetric2D, 3DCells filling a closed mesh.

The SoftBody component provides shortcuts for most of these constructors (SoftBody::rope, SoftBody::cloth, SoftBody::cuboid, SoftBody::grid, SoftBody::volumetric, etc.), which positions are expressed in the local frame of the entity: the cuboid, sphere, grid, and disk shortcuts are centered at its origin. The other constructors are used with SoftBody::new(SoftBodyBuilder::...), and the methods of the builder are chained with SoftBody::map, e.g., SoftBody::rope(a, b, 20).map(|b| b.particle_mass(0.1)).

The volumetric constructor is the one to use for an arbitrary solid: it fills a closed mesh (segments in 2D, triangles in 3D, oriented outward) with cells of about the requested size. The interior of the mesh is triangulated by Delaunay refinement in 2D, whereas in 3D every cell of a lattice the mesh reaches is kept whole: the result contains the mesh instead of following it exactly, and its boundary is as blocky as its cells. The meshing parameters are spelled out by volumetric_with: the size of the cells, how much the cover is smoothed and subdivided around the boundary in 3D, i.e., how closely it follows the mesh, and whether the surface alone is covered, leaving the interior empty.

// Fill a closed, counter-clockwise polyline with triangle cells of about 0.2 in size.
let vertices = vec![
Vec2::new(-0.5, -0.25),
Vec2::new(0.5, -0.25),
Vec2::new(0.5, 0.25),
Vec2::new(-0.5, 0.25),
];
let indices = vec![[0, 1], [1, 2], [2, 3], [3, 0]];
let block = SoftBody::volumetric(&vertices, &indices, 0.2)
.expect("the polyline must be closed and enclose some area");
commands.spawn((Transform::from_xyz(-3.0, 1.0, 0.0), block));

The builder allows the definition of everything else that is specific to one soft-body: the particles held in place (the pinned particles, pinned_particles), the softness of its constraints (softness), the mass of its particles (one mass for every particle with particle_mass, a total mass for the whole body with mass, or one mass per particle with masses), their radius (particle_radius), the collider its surface is made of, and whether that surface is allowed to collide with itself (self_contacts). The particles can also be given a linear damping (linear_damping), a gravity scale (gravity_scale), a dominance group (SoftBodyParticleSettings::dominance_group), and be allowed to sleep or not (can_sleep), exactly like a rigid-body. Inserting the soft-body into the world (i.e., spawning an entity with the SoftBody component) will automatically create the rigid-body standing for it (its root body), as well as the colliders covering its surface:

// A ground.
commands.spawn((
Transform::from_xyz(0.0, -0.1, 0.0),
Collider::cuboid(10.0, 0.1),
));

// A rope of 20 particles between two points (in the local frame of the entity).
let _ = SoftBody::rope(Vec2::ZERO, Vec2::new(2.0, 0.0), 20);
// A grid of `nx` by `ny` particles filled with triangle cells, centered on the entity.
let _ = SoftBody::grid(Vec2::new(1.0, 1.0), 6, 6);
// A disk: a ring of particles holding its area (a pressurized blob), centered on the entity.
let _ = SoftBody::disk(0.8, 24);
// A closed polygon of particles holding its area.
let _ = SoftBody::polygon(vec![
Vec2::new(0.0, 0.0),
Vec2::new(2.0, 0.0),
Vec2::new(2.0, 2.0),
Vec2::new(0.0, 2.0),
]);
// Any constructor of the Rapier builder can be used too.
let _ = SoftBody::new(SoftBodyBuilder::grid(Vec2::ZERO, Vec2::new(1.0, 0.5), 6, 3));

let n = 20;
commands.spawn((
Sheet,
// The particles are placed by the transform of the entity when the soft-body is
// created. Then, the entity follows the center of mass of the particles.
Transform::from_xyz(-3.0, 3.0, 0.0),
SoftBody::grid(Vec2::new(1.0, 1.0), n, n).map(|builder| {
// Particles held in place.
builder
.pinned_particles([0, (n - 1) as u32])
// A uniform softness (frequency in Hz, damping ratio) for every constraint.
.softness(SpringCoefficients::new(30.0, 1.0))
// The mass of each particle.
// Default: 1.0
.particle_mass(0.05)
// The thickness of the particles, for collisions.
// Default: 0.01
.particle_radius(0.05)
// Whether the body may fall asleep.
// Default: true
.can_sleep(true)
}),
// The collider components of the entity configure the colliders of its surface.
Friction::coefficient(0.8),
// Render the soft-body with a mesh kept in sync with its particles.
SoftBodyMeshSync::default(),
MeshMaterial2d(materials.add(Color::srgb(0.8, 0.2, 0.2))),
));
info

The collider given to SoftBodyBuilder::surface_collider is only a template: its shape is replaced by the deformable surface of the soft-body, and its density is ignored, whereas all its other properties are kept. Therefore this is where the friction, the collision groups, or the active events of the soft-body must be set. A body that should only collide through colliders of your own can be built without any default one (no_surface_collider). The collider components of the soft-body entity (Friction, Restitution, CollisionGroups, ActiveEvents, Sensor, etc.) override the properties of that template, exactly like for a Collider: their later modifications are applied to the colliders of the surface as well, and removing one of them restores the value of the template (the particle radius for the ContactSkin).

tip

Two builders can be merged into a single soft-body with append, and their pieces sewn together with additional edges (add_edges), which rest length is the distance their particles have when they are added. This is, e.g., how the sleeves of a shirt are attached to its body.