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  • Language
    Rust
  • License
    Apache License 2.0
  • Created over 2 years ago
  • Updated 3 months ago

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Repository Details

ECS-driven 2D and 3D physics engine for the Bevy game engine.

Bevy XPBD

MIT/Apache 2.0 ci 2D crates.io 2D docs.rs 3D crates.io 3D docs.rs

Bevy XPBD is a 2D and 3D physics engine based on Extended Position Based Dynamics (XPBD) for the Bevy game engine.

Design

Below are some of the core design principles used in Bevy XPBD.

  • Made with Bevy, for Bevy. No wrappers around existing engines.
  • Provide an ergonomic and familiar API. Ergonomics is key for a good experience.
  • Utilize the ECS as much as possible. The engine should feel like a part of Bevy, and it shouldn't need to maintain a separate physics world.
  • Use a highly modular plugin architecture. Users should be able to replace parts of the engine with their own implementations.
  • Have good documentation. A physics engine is pointless if you don't know how to use it.

Features

Below are some of the current features of Bevy XPBD.

  • Dynamic, kinematic and static rigid bodies
  • Colliders powered by parry
    • Collision events: Collision, CollisionStarted, CollisionEnded
    • Access to colliding entities with CollidingEntities
    • Sensor colliders
    • Collision layers
  • Material properties like restitution and friction
  • Linear and angular velocity damping for simulating drag
  • External forces, torque and impulses
  • Gravity and gravity scale for specific entities
  • Joints
  • Built-in constraints and support for custom constraints
  • Spatial queries
    • Ray casting
    • Shape casting
    • Point projection
    • Intersection tests
  • Locking translational and rotational axes with LockedAxes
  • Debug rendering colliders, AABBs, contacts, joints and axes
  • Automatically deactivating bodies with Sleeping
  • Configurable timesteps and substepping
  • f32/f64 precision (f32 by default)

Documentation

Usage example

First, add bevy_xpbd_2d or bevy_xpbd_3d to your dependencies in Cargo.toml:

# For 2D applications:
[dependencies]
bevy_xpbd_2d = "0.2"

# For 3D applications:
[dependencies]
bevy_xpbd_3d = "0.2"

# If you want to use the most up-to-date version, you can follow the main branch:
[dependencies]
bevy_xpbd_3d = { git = "https://github.com/Jondolf/bevy_xpbd", branch = "main" }

Below is a very simple example where a box with initial angular velocity falls onto a plane. This is a modified version of Bevy's 3d_scene example.

use bevy::prelude::*;
use bevy_xpbd_3d::prelude::*;

fn main() {
    App::new()
        .add_plugins((DefaultPlugins, PhysicsPlugins::default()))
        .add_systems(Startup, setup)
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Plane
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Mesh::from(shape::Plane::from_size(8.0))),
            material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
            ..default()
        },
        RigidBody::Static,
        Collider::cuboid(8.0, 0.002, 8.0),
    ));
    // Cube
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
            material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
            ..default()
        },
        RigidBody::Dynamic,
        Position(Vec3::Y * 4.0),
        AngularVelocity(Vec3::new(2.5, 3.4, 1.6)),
        Collider::cuboid(1.0, 1.0, 1.0),
    ));
    // Light
    commands.spawn(PointLightBundle {
        point_light: PointLight {
            intensity: 1500.0,
            shadows_enabled: true,
            ..default()
        },
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
        ..default()
    });
    // Camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(-4.0, 6.5, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}
3d_scene.mp4

More examples

You can find lots of 2D and 3D examples in /crates/bevy_xpbd_2d/examples and /crates/bevy_xpbd_3d/examples respectively.

The examples support both f32 and f64 precisions, so the code contains some feature-dependent types like Scalar and Vector. In actual usage these are not needed, so you can just use f32 or f64 types depending on the features you have chosen.

By default the examples use f32. To run the f64 versions, you need to disable default features and manually choose the dimension and precision:

cargo run --example cubes --no-default-features --features "3d f64"

Supported Bevy versions

Bevy Bevy XPBD
0.11 0.2
0.10 0.1

Future features

  • On-demand simulation stepping
  • Joint motors
  • Articulations, aka. multibody joints
  • Continuous collision detection (CCD)
  • Multiple colliders per body and colliders as children
  • Collision filters, i.e. excluding certain entities or rigid body types
  • Performance optimization (better broad phase, parallel solver...)
  • Proper cross-platform determinism
  • Soft bodies (cloth and deformable solids)
  • Maybe fluid simulation

Contributing

If you encounter any problems, feel free to open issues. Creating pull requests is encouraged as well, but especially for larger changes and additions it's better to open an issue first.

You can also ask for help or ask questions on the Bevy Discord server where you can find me as Jondolf.

License

Bevy XPBD is free and open source. All code in this repository is dual-licensed under either:

at your option.