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soft_body_deformable_colliders

Games don't need the simulated shape of a body to be as detailed as its visual shape: a coarse and well-shaped lattice is faster and more stable to simulate than one cell per visual triangle. This is why Rapier supports cage simulation and skinning. The detailed mesh is embedded in a coarse volumetric lattice, aka. its cage, which is the only part being simulated. The vertices of the mesh are then interpolated from the deformed cells holding them, aka. skinning:

A detailed mesh, its coarse cage, and the mesh following the deformed cage

Skinned soft-bodies​

The SoftBody::volumetric_skinned constructor computes the cage of a closed mesh automatically, and keeps the mesh as the skin of the body. That automatic cage is built for performance rather than geometric fidelity: in 3D, it encloses the whole mesh with the tetrahedra of a lattice, without snapping them to the mesh:

A screwdriver mesh and its automatically generated cage (blue)

By default, the body still collides through the boundary of its cage, which is as coarse as its cells. Its skin can become its actual collision mesh instead with skin_collision.

The SoftBodyMeshSync component renders the skin of a 3D body, as in this example (the meshes of the deformable colliders bound to a body are never rendered by this component). In 2D, it renders the cells of the cage instead, and the vertices of the skin are read from the collision mesh of the Rapier soft-body (RapierSoftBody::collision_mesh):

// A detailed outline held by a coarse cage of cells: only the cells are simulated, and the
// outline (the skin) follows their deformation.
let num = 48;
let vertices: Vec<Vec2> = (0..num)
.map(|i| {
let angle = i as f32 / num as f32 * std::f32::consts::TAU;
Vec2::new(angle.cos(), angle.sin()) * 0.5
})
.collect();
let indices: Vec<[u32; 2]> = (0..num as u32).map(|i| [i, (i + 1) % num as u32]).collect();
let skinned = SoftBody::volumetric_skinned(&vertices, &indices, 0.25)
.expect("the polyline must be closed and enclose some area")
// Collide through the skin instead of the boundary of the cage.
.map(|builder| builder.skin_collision(true));
commands.spawn((
Transform::from_xyz(0.0, 4.0, 0.0),
skinned,
// The synchronized mesh renders the cells of the cage.
SoftBodyMeshSync::default(),
MeshMaterial2d(materials.add(Color::srgb(0.2, 0.6, 0.3))),
));
info

A skin doesn't need a computed cage: any mesh can be given as the skin of a body built with cells, with SoftBodyBuilder::skin. Each of its vertices is bound to the cell closest to it, in the pose the cells are built in.

Deformable colliders​

The colliders built from the surface or the skin of a soft-body are generated by the engine itself, but it is also possible to give a body a collider of your own which vertices follow its particles: a deformable collider (a DeformableCollider component next to the Collider of an entity). This is a polyline in 2D, or a triangle mesh in 3D, flagged as deformable, and attached to the proxy of one of the clusters of the body (the root body, a cluster itself, can be used too). Its vertices are given in world-space, i.e., they are placed by the GlobalTransform of the collider entity when the collider is created, and they can be read back at any time in order to render the mesh where the simulation moved it. A deformable collider can be a sensor as well, e.g., to detect what enters a deformable volume.

How the vertices follow the particles is given by the binding (SoftMeshBinding):

  • skinned: each vertex is embedded in the cell of the cluster holding it, i.e., the collider is a skin of the cage.
  • direct: the vertex i follows the particle given for it, which must belong to the cluster. Its alternative that binds every vertex to the closest particle within a given distance (direct_by_position) is useful when the mesh is the one the particles were built from.

The DeformableCollider component targets the soft-body entity (for its root body) or a cluster entity. The Collider of its entity must be a polyline (2D) or a triangle mesh (3D) flagged with PolylineFlags::DEFORMABLE or TriMeshFlags::DEFORMABLE. Once created, the collider follows the particles: the Transform and the shape of its entity are ignored, whereas its other collider components (friction, collision groups, events, etc.) apply as usual. If the binding fails, an error is logged and a DeformableColliderError component is inserted on the entity:

// A deformable polyline bound to the blob: each vertex follows one particle (`direct`),
// or is embedded in the cell holding it (`skinned`). The vertices are placed by the
// transform of the collider entity when the collider is created.
let vertices = blob_body.builder.particle_positions().to_vec();
let num = vertices.len() as u32;
let indices: Vec<[u32; 2]> = (0..num).map(|i| [i, (i + 1) % num]).collect();
commands.spawn((
blob_transform,
Collider::polyline_with_flags(vertices, Some(indices), PolylineFlags::DEFORMABLE),
Sensor,
DeformableCollider::new(blob, SoftMeshBinding::direct((0..num).collect())),
));

The current vertices of a deformable collider are read from the Rapier soft-body it follows, which is also given by the deformable_mesh_ref of its Rapier collider:

fn read_deformable_colliders(
context: ReadRapierContext,
colliders: Query<&RapierColliderHandle, With<DeformableCollider>>,
) -> Result {
let context = context.single()?;
for handle in &colliders {
// The soft-body a collider follows.
let collider = &context.colliders.colliders[handle.0];
let Some(mesh_ref) = collider.deformable_mesh_ref() else {
continue;
};
let soft_body = &context.rigidbody_set.soft_bodies[mesh_ref.body];
// The mesh follows the particles: read its current vertices back (in world-space).
let mesh = soft_body.mesh_of(handle.0).unwrap();
let vertices: Vec<Vec2> = mesh.vertex_positions(soft_body).collect();
assert!(!vertices.is_empty());
}
Ok(())
}
info

A deformable collider has no mass: its density is ignored, and it is the particles which hold the mass of the soft-body. Note that a collider given no contact skin explicitly gets the particle radius of the soft-body as its skin, so its thickness matches the thickness of the surface of the body.