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Soft-bodies

For a high-level overview of the methods behind our soft-body implementation, see our blog-post.

Rigid-bodies can't deform in any way, which is precisely what makes them cheap and easy to control. Soft-bodies, aka. deformable bodies, are made for everything that must bend, stretch, or squash: ropes, cloth, jelly, balloons, the chassis of a car denting on impact, etc. They live in the same world as the rigid-bodies and the colliders, and interact with all the other features of the engine with little to no restriction:

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In Bevy, a soft-body is an entity with a SoftBody component, and most of its properties are controlled by components too. The conventions linking the entity to the soft-body (its transform, the rigid-bodies and the colliders it stands for, etc.) are detailed in the soft-bodies and entities section. Note that the FEM solver requires the fem feature of bevy_rapier.

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The FEM solver requires the library to be built with the fem feature (see building the C bindings).

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The Python bindings are 3D only: whenever the following sections mention 2D bodies (their triangle cells, the area they enclose, or the constructors existing only in 2D), only the 3D counterpart applies. Note that the particles and the elements of a soft-body are read as NumPy arrays, and can be given either as NumPy arrays or as sequences of tuples.

Definition of a soft-body​

A rigid-body is a single moving frame: the position and the velocity of any of its points follow from one translation and one rotation. This is precisely what a deformable body can't be, because its parts must be able to move (somewhat) independently of each other. Instead, a soft-body is made of particles, aka. mass points, i.e., points without any orientation, each having 2 degrees of freedom in 2D and 3 in 3D. The more particles a body is made of, the more detailed its deformations can be, and the more expensive it is to simulate.

The particles are kept together by a lattice made of up to three kinds of elements:

  • The particles are the only mandatory element, i.e., the positions the SoftBodyBuilderSoftBodyBuilder (wrapped by the SoftBody component)SoftBodyDescR3SoftBodyDescSoftBodyBuilder is built from. They carry the mass and the velocity of the body.
  • The edges (edgessetEdgesedgesedges) connect two particles. The structural edges resist the stretching (and the compression) of the body, whereas the bending edges (bend_edgessetBendEdgesbendEdgesbend_edges) and the dihedral constraints (dihedralssetDihedralsdihedralsdihedrals, 3D) resist its bending.
  • The cells (cellssetCellscellscells) connect three particles in 2D (triangles) and four in 3D (tetrahedra). They resist the deformation of the area (2D) or of the volume (3D) they cover.

Soft-body lattice: particles, edges, and cells

Two more concepts describe how the body interacts with the rest of the world. The surface (surfacesetSurfacesurfacesurface) is the boundary of the body (segments in 2D, triangles in 3D): this is what the body collides with, and what the preservation of its volume integrates over. A body without any surface, e.g., a cloud of particles, collides with nothing at all, unless it is given wire segments (wiresetWirewire, 3Dwire), in which case it collides as a polyline, which is what a 3D rope does. Finally, a skin (skinsetSkinskinVertices and skinIndicesskin) is a mesh which vertices follow the cells without being particles themselves, as detailed in the skinning section.

Every element can be given manually to the soft-body builderdescription, but the constructors of the next section build the lattices of the most common shapes directly. The arrays of elements are borrowed by the description (as views pairing a pointer with their number of elements), and copied by its insertion: a non-empty array replaces the elements generated by the constructor. The elements are given to these setters of the builder as NumPy arrays of particle indices, with one row per element (e.g., of shape (E, 2) for the edges and (C, 4) for the cells), or as sequences of tuples, and replace the elements generated by the constructor (see also add_edges). Note that the elements a body is made of decide which of the cohesion models can hold it together.

Creation and insertion​

A soft-body is described by a SoftBodyBuilderSoftBodyBuilder (wrapped by the SoftBody component)SoftBodyDescR3SoftBodyDescSoftBodyBuilder, which constructors build the lattice of the most common shapes (their JavaScript names are camel-cased, e.g., clothTube) (static methods of the SoftBody class, e.g., SoftBody.cloth):

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.
ConstructorDimensionLattice
r3DefaultSoftBodyDesc, then r3SoftBodyDesc_SetParticles2D, 3DNo element at all: only the given particles.
r3RopeSoftBodyDesc2D, 3DStructural and bending edges between the particles of a line.
r3ClothSoftBodyDesc, r3ClothAnisotropicSoftBodyDesc, r3ClothTubeSoftBodyDesc3DStructural, shear and bending edges, with a triangle surface.
r2GridSoftBodyDesc2DTriangle cells filling a rectangle.
r3CuboidSoftBodyDesc3DTetrahedral cells filling a box.
r2PolygonSoftBodyDesc, r2DiskSoftBodyDesc2DA closed boundary preserving its area.
r3SphereSoftBodyDesc3DA closed surface preserving its volume, with dihedral bending constraints.
r3SoftBodyDesc_SetSurfaceMesh2D (segments), 3D (triangles)The vertices and edges of a mesh, held by shape matching.
r2SoftBodyDesc_SetTrimesh2DThe vertices and edges of a triangle mesh, held by shape matching.
r3VolumetricSoftBodyDesc2D, 3DCells filling a closed mesh.

The constructors return a description initialized with the default values of every other field, which can then be modified before its insertion. The ones existing in a single dimension are only given with their prefix in that dimension, e.g., there is no r3GridSoftBodyDesc.

ConstructorLattice
SoftBodyBuilder(positions)No element at all: only the given particles.
SoftBody.ropeStructural and bending edges between the particles of a line.
SoftBody.cloth, SoftBody.cloth_anisotropic, SoftBody.cloth_tubeStructural, shear and bending edges, with a triangle surface.
SoftBody.cuboidTetrahedral cells filling a box.
SoftBody.sphereA closed surface preserving its volume, with dihedral bending constraints.
SoftBody.trimeshThe vertices and edges of a triangle mesh, held by shape matching.
SoftBody.volumetric, SoftBody.volumetric_withCells filling a closed mesh.

Every constructor returns a SoftBodyBuilder, which setters return a modified copy of the builder so they can be chained. These setters can also be given as keyword arguments of the constructors, e.g., SoftBody.rope(a, b, 20, particle_mass=0.1, pinned_particles=[0]).

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 constructorr3VolumetricSoftBodyDesc 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. The meshing parameters are given to the constructor as an R3VolumeMeshParameters, initialized by r3NewVolumeMeshParameters from the size of the cells: in 2D, min_angle is the minimum angle of the triangles, whereas in 3D, cover_smoothing and cover_subdivisions control how much the cover is smoothed and subdivided around the boundary, i.e., how closely it follows the mesh, and enclosure whether the surface alone is covered (1), leaving the interior empty. Note that the mesh is only filled by the insertion, which reports an error if the mesh isn't closed or encloses nothing at that cell size. The meshing parameters are spelled out by volumetric_with, which takes a VolumeMeshParameters: the size of the cells (cell_size), how much the cover is smoothed (cover_smoothing) and subdivided (cover_subdivisions) around the boundary, i.e., how closely it follows the mesh, and whether the surface alone is covered (enclosure set to MeshEnclosure.CRUST), leaving the interior empty. Both constructors raise a MeshConversionError if the mesh isn't closed, or encloses nothing at that cell size.

// Fill a closed, counter-clockwise polyline with triangle cells of about 0.2 in size.
let vertices = vec![
Vector::new(-0.5, -0.25),
Vector::new(0.5, -0.25),
Vector::new(0.5, 0.25),
Vector::new(-0.5, 0.25),
];
let indices = vec![[0, 1], [1, 2], [2, 3], [3, 0]];
let block = SoftBodyBuilder::volumetric(&vertices, &indices, 0.2)
.expect("the polyline must be closed and enclose some area")
.translated(Vector::new(-3.0, 1.0));
let _block_handle = world.insert_soft_body(block);
// Fill a closed, counter-clockwise polyline (here a rectangle) with triangle cells of about
// 0.2 in size.
let boxVertices = new Float32Array([-0.5, -0.25, 0.5, -0.25, 0.5, 0.25, -0.5, 0.25]);
let boxIndices = new Uint32Array([0, 1, 1, 2, 2, 3, 3, 0]);
let blockDesc = RAPIER.SoftBodyDesc.volumetric(boxVertices, boxIndices, 0.2);
let block = world.createSoftBody(blockDesc.setTranslation({ x: -3.0, y: 1.0 }));
// 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));
// Fill a closed, counter-clockwise polyline with triangle cells of about 0.2 in size.
const R2Vector vertices[] = {
r2Vector(-0.5, -0.25),
r2Vector(0.5, -0.25),
r2Vector(0.5, 0.25),
r2Vector(-0.5, 0.25),
};
const R2Edge indices[] = {{0, 1}, {1, 2}, {2, 3}, {3, 0}};
R2SoftBodyDesc block = r2VolumetricSoftBodyDesc((R2VectorView){vertices, 4}, (R2EdgeView){indices, 4},
r2NewVolumeMeshParameters(0.2));
block.translation = r2Vector(-3.0, 1.0);
// The polyline is only read during the insertion, which fails if it isn't closed.
R2SoftBodyHandle block_handle = r2InsertSoftBody(world, &block);
# Fill a closed, outward-oriented triangle mesh with tetrahedral cells of about 0.2 in size;
# this raises a `MeshConversionError` if the mesh isn't closed or encloses no volume.
vertices, indices = rp.Cuboid((0.5, 0.25, 0.25)).to_trimesh()
block = rp.SoftBody.volumetric(vertices, indices, 0.2).translated((-3.0, 1.0, 0.0))
block_handle = world.add_soft_body(block)

# The same, with the meshing parameters spelled out: the cover of the mesh is subdivided
# once around its boundary, then smoothed, so it follows the mesh more closely.
params = rp.VolumeMeshParameters(0.2, cover_subdivisions=1, cover_smoothing=4)
smooth_block = rp.SoftBody.volumetric_with(vertices, indices, params)
smooth_block_handle = world.add_soft_body(smooth_block.translated((-3.0, 2.0, 0.0)))

The builderdescription allows the definition of everything else that is specific to one soft-body: the particles held in place (the pinned particles, pinned_particlessetPinnedParticlespinnedpinned_particles), the softness of its constraints (softnesssetSoftnessmaterial, e.g., the same softness for every constraint with r3UniformSoftBodyMaterialsoftness), the mass of its particles (one mass for every particle with particle_masssetParticleMassparticleMassparticle_mass, a total mass for the whole body with masssetMasstotalMassmass, or one mass per particle with massessetMassesmassesmasses), their radius (particle_radiussetParticleRadiusparticleRadiusparticle_radius), the collider its surface is made of, and whether that surface is allowed to collide with itself (self_contactssetSelfContactsselfContactsself_contacts). The particles can also be given a linear damping (linear_dampingsetLinearDampinglinearDampinglinear_damping), a gravity scale (gravity_scalesetGravityScalegravityScalegravity_scale), a dominance group (SoftBodyParticleSettings::dominance_groupsetDominanceGroupdominanceGroupSoftBodyParticleSettings.dominance_group, given with particle_settings), and be allowed to sleep or not (can_sleepsetCanSleepcanSleepcan_sleep), exactly like a rigid-body. Inserting the soft-body into the world (PhysicsWorld::insert_soft_bodyi.e., spawning an entity with the SoftBody componentWorld.createSoftBodyr3InsertSoftBodyPhysicsWorld.add_soft_body) will automatically create the rigid-body standing for it (its root body), as well as the colliders covering its surface:

// A world with a ground.
let mut world = PhysicsWorld::new();
world.insert_collider(ColliderBuilder::cuboid(10.0, 0.1), None);

// Builder for a rope of 20 particles between two points.
let _ = SoftBodyBuilder::rope(Vector::new(0.0, 3.0), Vector::new(2.0, 3.0), 20);
// Builder for a grid of `nx` by `ny` particles filled with triangle cells.
let _ = SoftBodyBuilder::grid(Vector::new(3.0, 1.0), Vector::new(1.0, 1.0), 6, 6);
// Builder for a disk: a ring of particles holding its area (a pressurized blob).
let _ = SoftBodyBuilder::disk(Vector::new(0.0, 3.0), 0.8, 24);
// Builder for a closed polygon of particles holding its area.
let _ = SoftBodyBuilder::polygon(vec![
Vector::new(5.0, 4.0),
Vector::new(7.0, 4.0),
Vector::new(7.0, 6.0),
Vector::new(5.0, 6.0),
]);
let n = 20;
let sheet = SoftBodyBuilder::grid(Vector::new(-3.0, 3.0), Vector::new(1.0, 1.0), n, n)
// Particles held in place.
.pinned_particles([0, (n - 1) as u32])
// A uniform softness (natural 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)
// The template of the body's colliders: its shape is replaced by the deformable surface.
.surface_collider(ColliderBuilder::ball(0.05).friction(0.8))
// Whether the body may fall asleep.
// Default: true
.can_sleep(true);
// Insert the soft body: this creates its hidden root rigid body and its colliders.
let sheet_handle = world.insert_soft_body(sheet);
// The world that will contain our soft bodies.
let world = new RAPIER.World({ x: 0.0, y: -9.81 });
world.createCollider(RAPIER.ColliderDesc.cuboid(10.0, 0.1));

// Description of a rope of 20 particles between two points.
let example1 = RAPIER.SoftBodyDesc.rope({ x: 0.0, y: 3.0 }, { x: 2.0, y: 3.0 }, 20);
// Description of a grid of `nx` by `ny` particles filled with triangle cells.
let example2 = RAPIER.SoftBodyDesc.grid({ x: 3.0, y: 1.0 }, { x: 1.0, y: 1.0 }, 6, 6);
// Description of a disk: a ring of particles holding its area (a pressurized blob).
let example3 = RAPIER.SoftBodyDesc.disk({ x: 0.0, y: 3.0 }, 0.8, 24);
// Description of a closed polygon of particles holding its area.
let example4 = RAPIER.SoftBodyDesc.polygon([5.0, 4.0, 7.0, 4.0, 7.0, 6.0, 5.0, 6.0]);
// Description over raw particle positions; the elements are added by the setters.
let example5 = new RAPIER.SoftBodyDesc([0.0, 1.0, 1.0, 1.0]).setEdges([0, 1]);

let n = 20;
let sheetDesc = RAPIER.SoftBodyDesc.grid({ x: -3.0, y: 3.0 }, { x: 1.0, y: 1.0 }, n, n)
// Particles held in place.
.setPinnedParticles([0, n - 1])
// A uniform softness (natural frequency in Hz, damping ratio) for every constraint.
.setSoftness(30.0, 1.0)
// The mass of each particle.
// Default: 1.0
.setParticleMass(0.05)
// The thickness of the particles, for collisions.
// Default: 0.01
.setParticleRadius(0.05)
// The template of the body's colliders: its shape is replaced by the deformable surface.
.setSurfaceCollider(RAPIER.ColliderDesc.ball(0.05).setFriction(0.8))
// Whether the body may fall asleep.
// Default: true
.setCanSleep(true);
// Create the soft body: this creates its hidden root rigid body and its colliders.
let sheet = world.createSoftBody(sheetDesc);
// The integer handle of the soft body can be read from the `handle` field.
let sheetHandle = sheet.handle;
// 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))),
));
// A world with a ground.
R2World *world = r2NewWorld();
R2ColliderDesc ground = r2CuboidColliderDesc(r2Vector(10.0, 0.1));
r2InsertColliderWithoutParent(world, &ground);

// Description of a rope of 20 particles between two points.
R2SoftBodyDesc rope = r2RopeSoftBodyDesc(r2Vector(0.0, 3.0), r2Vector(2.0, 3.0), 20);
// Description of a grid of `nx` by `ny` particles filled with triangle cells.
R2SoftBodyDesc grid = r2GridSoftBodyDesc(r2Vector(3.0, 1.0), r2Vector(1.0, 1.0), 6, 6);
// Description of a disk: a ring of particles holding its area (a pressurized blob).
R2SoftBodyDesc disk = r2DiskSoftBodyDesc(r2Vector(0.0, 3.0), 0.8, 24);
// Description of a closed polygon of particles holding its area.
const R2Vector polygon_points[] = {
r2Vector(5.0, 4.0),
r2Vector(7.0, 4.0),
r2Vector(7.0, 6.0),
r2Vector(5.0, 6.0),
};
R2SoftBodyDesc polygon = r2PolygonSoftBodyDesc((R2VectorView){polygon_points, 4});

const uint32_t n = 20;
R2SoftBodyDesc sheet = r2GridSoftBodyDesc(r2Vector(-3.0, 3.0), r2Vector(1.0, 1.0), n, n);
// Particles held in place.
const uint32_t pinned[] = {0, n - 1};
sheet.pinned = (R2IndexView){pinned, 2};
// A uniform softness (natural frequency in Hz, damping ratio) for every constraint.
sheet.material = r2UniformSoftBodyMaterial((R2SpringCoefficients){30.0, 1.0});
// The mass of each particle.
// Default: 1.0
sheet.particleMass = 0.05;
// The thickness of the particles, for collisions.
// Default: disabled, i.e., the radius computed by the constructor.
sheet.particleRadius = (R2OptionalReal){1, 0.05};
// The template of the body's colliders: its shape is replaced by the deformable surface.
sheet.collider = r2BallColliderDesc(0.05);
sheet.collider.friction = 0.8;
// Whether the body may fall asleep.
// Default: 1
sheet.canSleep = 1;
// Insert the soft-body: this creates its hidden root rigid-body and its colliders.
R2SoftBodyHandle sheet_handle = r2InsertSoftBody(world, &sheet);
# A world with a ground.
world = rp.PhysicsWorld(gravity=(0.0, -9.81, 0.0))
world.add_collider(rp.Collider.cuboid(10.0, 0.1, 10.0))

# Builder for a rope of 20 particles between two points.
_ = rp.SoftBody.rope((0.0, 3.0, 0.0), (2.0, 3.0, 0.0), 20)
# Builder for a cloth: `nu` by `nv` particles, particle `(i, j)` at `origin + i * du + j * dv`.
_ = rp.SoftBody.cloth((-1.0, 2.0, -1.0), (0.1, 0.0, 0.0), (0.0, 0.0, 0.1), 20, 20)
# Builder for a box of `nx * ny * nz` particles filled with tetrahedral cells.
_ = rp.SoftBody.cuboid((3.0, 1.0, 0.0), (0.5, 0.5, 0.5), 4, 4, 4)
# Builder for a hollow sphere holding its volume (a balloon).
_ = rp.SoftBody.sphere((0.0, 3.0, 3.0), 0.8, 2)
# Builder over raw particle positions; the elements are added by the setters.
_ = rp.SoftBodyBuilder([(0.0, 3.0, 0.0), (1.0, 3.0, 0.0)]).edges([(0, 1)])
n = 20
cloth = (
rp.SoftBody.cloth((-1.0, 2.0, -1.0), (0.1, 0.0, 0.0), (0.0, 0.0, 0.1), n, n)
# Particles held in place.
.pinned_particles([0, n - 1, n * (n - 1), n * n - 1])
# A uniform softness (natural frequency in Hz, damping ratio) for every constraint.
.softness(rp.SpringCoefficients(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(0.02)
# The template of the body's colliders: its shape is replaced by the deformable surface.
.surface_collider(rp.Collider.ball(0.05).friction(0.8))
# Whether the surface collides with itself.
# Default: False
.self_contacts(True)
# Whether the body may fall asleep.
# Default: True
.can_sleep(True)
)
# The setters can also be given as keyword arguments of the constructors.
_ = rp.SoftBody.rope((0.0, 3.0, 0.0), (2.0, 3.0, 0.0), 20, particle_mass=0.1, pinned_particles=[0])
# Insert the soft body: this creates its hidden root rigid body and its colliders.
cloth_handle = world.add_soft_body(cloth)
info

The collider given to SoftBodyBuilder::surface_colliderSoftBodyDesc.setSurfaceColliderthe collider field of the descriptionSoftBodyBuilder.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_collidersetNoSurfaceCollidercollisionEnabled set to 0no_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 buildersdescriptions can be merged into a single soft-body with appendappendr3SoftBodyDesc_SetAppended (each appended description keeps its own particles, masses, and elements, whereas every other setting comes from the description it is appended to)append, and their pieces sewn together with additional edges (add_edgesaddEdgesr3SoftBodyDesc_SetAddedEdgesadd_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.

Soft-body set​

Like the rigid-bodies and the colliders, the soft-bodies of a simulation are stored inside of a set: the SoftBodySet. The examples of this page use the PhysicsWorld, a façade owning all the sets of one simulation, but the sets can also be used directly. Note that the insertion of a soft-body (SoftBodySet::insert) needs the rigid-body set and the collider set as well, because a soft-body owns the rigid-body standing for it and the colliders of its surface:

// The sets can also be used directly, without the `PhysicsWorld` façade.
let mut soft_body_set = SoftBodySet::new();
let mut rigid_body_set = RigidBodySet::new();
let mut collider_set = ColliderSet::new();
let rope = SoftBodyBuilder::rope(Vector::new(0.0, 3.0), Vector::new(2.0, 3.0), 20);
let rope_handle = soft_body_set.insert(rope, &mut rigid_body_set, &mut collider_set);
let soft_body = &soft_body_set[rope_handle];
assert_eq!(soft_body.num_particles(), 20);

A soft-body is created by inserting a SoftBody component on an entity. This component only wraps the Rapier SoftBodyBuilder of the body, and it is read only once: the plugin creates the Rapier soft-body during the next physics update, then inserts its RapierSoftBodyHandle on the entity, as well as a SoftBodyState component updated after each step with the (mass-weighted) center of mass of the body, whether it is sleeping, its number of particles, etc. Therefore modifying the SoftBody component afterwards has no effect: the body is controlled at runtime by the other soft-body components (SoftBodyMaterial, SoftBodyPinnedParticles, etc.) described in the next sections. Adding the SoftBodyDisabled component disables the soft-body until it is removed, and despawning the entity (or removing its SoftBody component) removes the soft-body from the simulation.

The positions of the particles given to the builder are expressed in the local frame of the entity: they are transformed by its GlobalTransform when the soft-body is created. After that, the particles live in world-space, and the plugin drives the Transform of the entity: it follows the pose of the root body of the soft-body, i.e., its translation follows the centroid of the free particles, and its rotation is the one best fitting the particles onto their rest shape (the identity when the soft-body is created), whereas its scale is kept. The colliders of the children of the soft-body entity are attached to the root body, so these children follow the body as a whole. Whatever must follow a specific part of the body is better attached to a cluster entity.

The soft-body entity also stands for the rigid-body and the colliders the engine creates for it:

  • It is mapped to the root body of the soft-body, so it can be used like any rigid-body entity by the impulse joints.
  • The colliders of its surface carry the bits of the entity in their user-data, so the collision events, the contact pairs, and the scene queries report the soft-body entity itself as the collider entity.
  • Its collider components (Friction, Restitution, CollisionGroups, SolverGroups, ActiveEvents, ActiveHooks, ActiveCollisionTypes, ContactForceEventThreshold, ContactSkin, and Sensor) configure the colliders of its surface exactly like for a Collider: they are applied when the soft-body is created and whenever they change, and removing one of them restores the value of the collider template of the builder. These colliders are given by RapierRigidBodySet::soft_body_colliders.

Finally, the Rapier soft-bodies are stored in the soft_bodies set of the RapierRigidBodySet component of the physics context, next to the rigid-bodies. The Rapier soft-body type is re-exported as RapierSoftBody (and its material as RapierSoftBodyMaterial) to avoid any confusion with the components. They are accessed with the ReadRapierContext and WriteRapierContext system parameters, which provide shortcuts for the most common operations: soft_body gives the Rapier soft-body of an entity, soft_body_entity gives the entity of a soft-body handle, soft_body_particle_positions and soft_body_center_of_mass read its state, and soft_body_mut gives mutable access to the soft-body of an entity:

fn read_soft_bodies(context: ReadRapierContext, sheet: Single<Entity, With<Sheet>>) -> Result {
let context = context.single()?;
// The Rapier soft-bodies live in the `RapierRigidBodySet` of the context, together with the
// map from their entity to their handle (also given by their `RapierSoftBodyHandle`).
let Some(handle) = context.rigidbody_set.entity2soft_body().get(&*sheet) else {
return Ok(()); // Not created yet.
};
let soft_body: &RapierSoftBody = &context.rigidbody_set.soft_bodies[*handle];
// Shortcuts are provided for the most common operations.
assert_eq!(context.soft_body_entity(*handle), Some(*sheet));
assert_eq!(
context.soft_body_particle_positions(*sheet).unwrap().len(),
soft_body.num_particles()
);
let _center = context.soft_body_center_of_mass(*sheet);
// The colliders of its surface, configured by its collider components.
let surface_colliders = context
.rigidbody_set
.soft_body_colliders(&context.colliders.colliders, *sheet)
.unwrap_or_default();
for handle in surface_colliders {
let _friction = context.colliders.colliders[handle].friction();
}
Ok(())
}
warning

The properties covered by a component should be modified through that component rather than through soft_body_mut. The components are applied again whenever they change, so, e.g., a material set with RapierSoftBody::set_material is replaced by the SoftBodyMaterial of the entity the next time this component is modified.

info

The SoftBodyMeshSync component (from the to-bevy-mesh feature, enabled by default) renders the soft-body with a mesh kept in sync with its particles. The plugin generates the mesh and inserts it as a Mesh3d (3D) or Mesh2d (2D) component, updates its vertices after each step, and rebuilds it whenever the topology of the body changes, e.g., after a tear. Its vertices are expressed in the frame of the Transform of the entity, and the material must be added by you, as shown in the creation example. In 3D, the mesh is the skin of the body if it has one, else its surface (or its boundary triangles), or a line list of its edges for a body without any surface, e.g., a rope. In 2D, it is made of its cells, or of its boundary segments (or of its edges). The meshes of the deformable colliders bound to the body are never part of it.

The soft-bodies are owned by the world, next to the rigid-bodies and the colliders, and are identified by their R3SoftBodyHandle. There is no separate set to manage: r3InsertSoftBody creates the soft-body as well as the rigid-body standing for it and the colliders of its surface, and r3FreeWorld frees all of them. The number of soft-bodies of the world is given by r3SoftBodyCount, and their handles by r3SoftBodyHandles. A handle becomes invalid once its soft-body is removed, which is checked by r3SoftBody_Contains. Conversely, the soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters) is given by r3RigidBody_SoftBody, which returns an invalid handle for any other rigid-body:

// The world owns every soft-body: their number and their handles can be read at any time.
R2SoftBodyDesc rope_desc = r2RopeSoftBodyDesc(r2Vector(0.0, 3.0), r2Vector(2.0, 3.0), 20);
R2SoftBodyHandle rope_handle = r2InsertSoftBody(world, &rope_desc);
size_t num_soft_bodies = r2SoftBodyCount(world);
R2SoftBodyHandle *soft_bodies = malloc(num_soft_bodies * sizeof(R2SoftBodyHandle));
r2SoftBodyHandles(world, soft_bodies, num_soft_bodies);
for (size_t i = 0; i < num_soft_bodies; i++) {
printf("Soft-body %u has %zu particles.\n", soft_bodies[i].index,
r2SoftBody_NumParticles(soft_bodies[i]));
}
free(soft_bodies);
// Whether a handle still refers to a soft-body of the world.
assert(r2SoftBody_Contains(rope_handle));
// The soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters).
R2SoftBodyHandle owner = r2RigidBody_SoftBody(r2SoftBody_RootBody(rope_handle));
assert(owner.index == rope_handle.index && owner.generation == rope_handle.generation);

The state of the body as a whole can be read at any time as well: its number of particles (r3SoftBody_NumParticles), its total mass (r3SoftBody_Mass), its mass-weighted center of mass (r3SoftBody_CenterOfMass), the area (2D) or the volume (3D) it currently encloses and its rest value (r3SoftBody_Volume, r3SoftBody_RestVolume), and whether it is sleeping (r3SoftBody_IsSleeping, see also r3SoftBody_WakeUp). Finally, a soft-body can be disabled until it is enabled again with r3SoftBody_SetEnabled.

Like the rigid-bodies and the colliders, the soft-bodies of a simulation are stored inside of a set: the SoftBodySet, given by PhysicsWorld.soft_bodies. The examples of this page use the PhysicsWorld, which owns all the sets of one simulation, but the sets can also be used directly (a PhysicsPipeline then simulates the soft-bodies of the set given as its soft_bodies argument). Note that the insertion of a soft-body (SoftBodySet.insert) needs the rigid-body set and the collider set as well, because a soft-body owns the rigid-body standing for it and the colliders of its surface:

# The sets can also be used directly, without the `PhysicsWorld` façade.
soft_body_set = rp.SoftBodySet()
rigid_body_set = rp.RigidBodySet()
collider_set = rp.ColliderSet()
rope = rp.SoftBody.rope((0.0, 3.0, 0.0), (2.0, 3.0, 0.0), 20)
rope_handle = soft_body_set.insert(rope, rigid_body_set, collider_set)
soft_body = soft_body_set[rope_handle]
assert soft_body.num_particles == 20
# The state of the body as a whole.
print("Mass:", soft_body.mass, "center of mass:", soft_body.center_of_mass)
print("Sleeping:", soft_body.is_sleeping)
# Every soft body of the set.
for handle, soft_body in soft_body_set:
print(handle, soft_body.num_particles)

The set supports len(), in, indexing by a SoftBodyHandle, and iteration over (handle, soft_body) pairs. The SoftBody objects it gives are live views: reading or modifying one of them reads or modifies the soft-body stored in the set, and using one of them after its soft-body was removed raises an InvalidHandle error. On the other hand, the objects describing its particles, elements, and clusters (e.g., the SoftBodyParticle given by particle) are snapshots, which don't follow the simulation.

The state of the body as a whole can be read at any time as well: its number of particles (num_particles), its total mass (mass), its mass-weighted center of mass (center_of_mass), the volume it currently encloses and its rest value (volume, rest_volume), and whether it is sleeping (is_sleeping, see also wake_up). A soft-body can also be disabled until it is enabled again with set_enabled. Conversely, the soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters) is given by the soft_body property of that RigidBody, which is None for any other rigid-body.

Soft-bodies and entities​

Like the rigid-bodies and the colliders, the soft-bodies of a simulation are stored inside of a set: the SoftBodySet. The examples of this page use the PhysicsWorld, a façade owning all the sets of one simulation, but the sets can also be used directly. Note that the insertion of a soft-body (SoftBodySet::insert) needs the rigid-body set and the collider set as well, because a soft-body owns the rigid-body standing for it and the colliders of its surface:

// The sets can also be used directly, without the `PhysicsWorld` façade.
let mut soft_body_set = SoftBodySet::new();
let mut rigid_body_set = RigidBodySet::new();
let mut collider_set = ColliderSet::new();
let rope = SoftBodyBuilder::rope(Vector::new(0.0, 3.0), Vector::new(2.0, 3.0), 20);
let rope_handle = soft_body_set.insert(rope, &mut rigid_body_set, &mut collider_set);
let soft_body = &soft_body_set[rope_handle];
assert_eq!(soft_body.num_particles(), 20);

A soft-body is created by inserting a SoftBody component on an entity. This component only wraps the Rapier SoftBodyBuilder of the body, and it is read only once: the plugin creates the Rapier soft-body during the next physics update, then inserts its RapierSoftBodyHandle on the entity, as well as a SoftBodyState component updated after each step with the (mass-weighted) center of mass of the body, whether it is sleeping, its number of particles, etc. Therefore modifying the SoftBody component afterwards has no effect: the body is controlled at runtime by the other soft-body components (SoftBodyMaterial, SoftBodyPinnedParticles, etc.) described in the next sections. Adding the SoftBodyDisabled component disables the soft-body until it is removed, and despawning the entity (or removing its SoftBody component) removes the soft-body from the simulation.

The positions of the particles given to the builder are expressed in the local frame of the entity: they are transformed by its GlobalTransform when the soft-body is created. After that, the particles live in world-space, and the plugin drives the Transform of the entity: it follows the pose of the root body of the soft-body, i.e., its translation follows the centroid of the free particles, and its rotation is the one best fitting the particles onto their rest shape (the identity when the soft-body is created), whereas its scale is kept. The colliders of the children of the soft-body entity are attached to the root body, so these children follow the body as a whole. Whatever must follow a specific part of the body is better attached to a cluster entity.

The soft-body entity also stands for the rigid-body and the colliders the engine creates for it:

  • It is mapped to the root body of the soft-body, so it can be used like any rigid-body entity by the impulse joints.
  • The colliders of its surface carry the bits of the entity in their user-data, so the collision events, the contact pairs, and the scene queries report the soft-body entity itself as the collider entity.
  • Its collider components (Friction, Restitution, CollisionGroups, SolverGroups, ActiveEvents, ActiveHooks, ActiveCollisionTypes, ContactForceEventThreshold, ContactSkin, and Sensor) configure the colliders of its surface exactly like for a Collider: they are applied when the soft-body is created and whenever they change, and removing one of them restores the value of the collider template of the builder. These colliders are given by RapierRigidBodySet::soft_body_colliders.

Finally, the Rapier soft-bodies are stored in the soft_bodies set of the RapierRigidBodySet component of the physics context, next to the rigid-bodies. The Rapier soft-body type is re-exported as RapierSoftBody (and its material as RapierSoftBodyMaterial) to avoid any confusion with the components. They are accessed with the ReadRapierContext and WriteRapierContext system parameters, which provide shortcuts for the most common operations: soft_body gives the Rapier soft-body of an entity, soft_body_entity gives the entity of a soft-body handle, soft_body_particle_positions and soft_body_center_of_mass read its state, and soft_body_mut gives mutable access to the soft-body of an entity:

fn read_soft_bodies(context: ReadRapierContext, sheet: Single<Entity, With<Sheet>>) -> Result {
let context = context.single()?;
// The Rapier soft-bodies live in the `RapierRigidBodySet` of the context, together with the
// map from their entity to their handle (also given by their `RapierSoftBodyHandle`).
let Some(handle) = context.rigidbody_set.entity2soft_body().get(&*sheet) else {
return Ok(()); // Not created yet.
};
let soft_body: &RapierSoftBody = &context.rigidbody_set.soft_bodies[*handle];
// Shortcuts are provided for the most common operations.
assert_eq!(context.soft_body_entity(*handle), Some(*sheet));
assert_eq!(
context.soft_body_particle_positions(*sheet).unwrap().len(),
soft_body.num_particles()
);
let _center = context.soft_body_center_of_mass(*sheet);
// The colliders of its surface, configured by its collider components.
let surface_colliders = context
.rigidbody_set
.soft_body_colliders(&context.colliders.colliders, *sheet)
.unwrap_or_default();
for handle in surface_colliders {
let _friction = context.colliders.colliders[handle].friction();
}
Ok(())
}
warning

The properties covered by a component should be modified through that component rather than through soft_body_mut. The components are applied again whenever they change, so, e.g., a material set with RapierSoftBody::set_material is replaced by the SoftBodyMaterial of the entity the next time this component is modified.

info

The SoftBodyMeshSync component (from the to-bevy-mesh feature, enabled by default) renders the soft-body with a mesh kept in sync with its particles. The plugin generates the mesh and inserts it as a Mesh3d (3D) or Mesh2d (2D) component, updates its vertices after each step, and rebuilds it whenever the topology of the body changes, e.g., after a tear. Its vertices are expressed in the frame of the Transform of the entity, and the material must be added by you, as shown in the creation example. In 3D, the mesh is the skin of the body if it has one, else its surface (or its boundary triangles), or a line list of its edges for a body without any surface, e.g., a rope. In 2D, it is made of its cells, or of its boundary segments (or of its edges). The meshes of the deformable colliders bound to the body are never part of it.

The soft-bodies are owned by the world, next to the rigid-bodies and the colliders, and are identified by their R3SoftBodyHandle. There is no separate set to manage: r3InsertSoftBody creates the soft-body as well as the rigid-body standing for it and the colliders of its surface, and r3FreeWorld frees all of them. The number of soft-bodies of the world is given by r3SoftBodyCount, and their handles by r3SoftBodyHandles. A handle becomes invalid once its soft-body is removed, which is checked by r3SoftBody_Contains. Conversely, the soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters) is given by r3RigidBody_SoftBody, which returns an invalid handle for any other rigid-body:

// The world owns every soft-body: their number and their handles can be read at any time.
R2SoftBodyDesc rope_desc = r2RopeSoftBodyDesc(r2Vector(0.0, 3.0), r2Vector(2.0, 3.0), 20);
R2SoftBodyHandle rope_handle = r2InsertSoftBody(world, &rope_desc);
size_t num_soft_bodies = r2SoftBodyCount(world);
R2SoftBodyHandle *soft_bodies = malloc(num_soft_bodies * sizeof(R2SoftBodyHandle));
r2SoftBodyHandles(world, soft_bodies, num_soft_bodies);
for (size_t i = 0; i < num_soft_bodies; i++) {
printf("Soft-body %u has %zu particles.\n", soft_bodies[i].index,
r2SoftBody_NumParticles(soft_bodies[i]));
}
free(soft_bodies);
// Whether a handle still refers to a soft-body of the world.
assert(r2SoftBody_Contains(rope_handle));
// The soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters).
R2SoftBodyHandle owner = r2RigidBody_SoftBody(r2SoftBody_RootBody(rope_handle));
assert(owner.index == rope_handle.index && owner.generation == rope_handle.generation);

The state of the body as a whole can be read at any time as well: its number of particles (r3SoftBody_NumParticles), its total mass (r3SoftBody_Mass), its mass-weighted center of mass (r3SoftBody_CenterOfMass), the area (2D) or the volume (3D) it currently encloses and its rest value (r3SoftBody_Volume, r3SoftBody_RestVolume), and whether it is sleeping (r3SoftBody_IsSleeping, see also r3SoftBody_WakeUp). Finally, a soft-body can be disabled until it is enabled again with r3SoftBody_SetEnabled.

Like the rigid-bodies and the colliders, the soft-bodies of a simulation are stored inside of a set: the SoftBodySet, given by PhysicsWorld.soft_bodies. The examples of this page use the PhysicsWorld, which owns all the sets of one simulation, but the sets can also be used directly (a PhysicsPipeline then simulates the soft-bodies of the set given as its soft_bodies argument). Note that the insertion of a soft-body (SoftBodySet.insert) needs the rigid-body set and the collider set as well, because a soft-body owns the rigid-body standing for it and the colliders of its surface:

# The sets can also be used directly, without the `PhysicsWorld` façade.
soft_body_set = rp.SoftBodySet()
rigid_body_set = rp.RigidBodySet()
collider_set = rp.ColliderSet()
rope = rp.SoftBody.rope((0.0, 3.0, 0.0), (2.0, 3.0, 0.0), 20)
rope_handle = soft_body_set.insert(rope, rigid_body_set, collider_set)
soft_body = soft_body_set[rope_handle]
assert soft_body.num_particles == 20
# The state of the body as a whole.
print("Mass:", soft_body.mass, "center of mass:", soft_body.center_of_mass)
print("Sleeping:", soft_body.is_sleeping)
# Every soft body of the set.
for handle, soft_body in soft_body_set:
print(handle, soft_body.num_particles)

The set supports len(), in, indexing by a SoftBodyHandle, and iteration over (handle, soft_body) pairs. The SoftBody objects it gives are live views: reading or modifying one of them reads or modifies the soft-body stored in the set, and using one of them after its soft-body was removed raises an InvalidHandle error. On the other hand, the objects describing its particles, elements, and clusters (e.g., the SoftBodyParticle given by particle) are snapshots, which don't follow the simulation.

The state of the body as a whole can be read at any time as well: its number of particles (num_particles), its total mass (mass), its mass-weighted center of mass (center_of_mass), the volume it currently encloses and its rest value (volume, rest_volume), and whether it is sleeping (is_sleeping, see also wake_up). A soft-body can also be disabled until it is enabled again with set_enabled. Conversely, the soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters) is given by the soft_body property of that RigidBody, which is None for any other rigid-body.

Soft-bodies of the world​

Like the rigid-bodies and the colliders, the soft-bodies of a simulation are stored inside of a set: the SoftBodySet. The examples of this page use the PhysicsWorld, a façade owning all the sets of one simulation, but the sets can also be used directly. Note that the insertion of a soft-body (SoftBodySet::insert) needs the rigid-body set and the collider set as well, because a soft-body owns the rigid-body standing for it and the colliders of its surface:

// The sets can also be used directly, without the `PhysicsWorld` façade.
let mut soft_body_set = SoftBodySet::new();
let mut rigid_body_set = RigidBodySet::new();
let mut collider_set = ColliderSet::new();
let rope = SoftBodyBuilder::rope(Vector::new(0.0, 3.0), Vector::new(2.0, 3.0), 20);
let rope_handle = soft_body_set.insert(rope, &mut rigid_body_set, &mut collider_set);
let soft_body = &soft_body_set[rope_handle];
assert_eq!(soft_body.num_particles(), 20);

A soft-body is created by inserting a SoftBody component on an entity. This component only wraps the Rapier SoftBodyBuilder of the body, and it is read only once: the plugin creates the Rapier soft-body during the next physics update, then inserts its RapierSoftBodyHandle on the entity, as well as a SoftBodyState component updated after each step with the (mass-weighted) center of mass of the body, whether it is sleeping, its number of particles, etc. Therefore modifying the SoftBody component afterwards has no effect: the body is controlled at runtime by the other soft-body components (SoftBodyMaterial, SoftBodyPinnedParticles, etc.) described in the next sections. Adding the SoftBodyDisabled component disables the soft-body until it is removed, and despawning the entity (or removing its SoftBody component) removes the soft-body from the simulation.

The positions of the particles given to the builder are expressed in the local frame of the entity: they are transformed by its GlobalTransform when the soft-body is created. After that, the particles live in world-space, and the plugin drives the Transform of the entity: it follows the pose of the root body of the soft-body, i.e., its translation follows the centroid of the free particles, and its rotation is the one best fitting the particles onto their rest shape (the identity when the soft-body is created), whereas its scale is kept. The colliders of the children of the soft-body entity are attached to the root body, so these children follow the body as a whole. Whatever must follow a specific part of the body is better attached to a cluster entity.

The soft-body entity also stands for the rigid-body and the colliders the engine creates for it:

  • It is mapped to the root body of the soft-body, so it can be used like any rigid-body entity by the impulse joints.
  • The colliders of its surface carry the bits of the entity in their user-data, so the collision events, the contact pairs, and the scene queries report the soft-body entity itself as the collider entity.
  • Its collider components (Friction, Restitution, CollisionGroups, SolverGroups, ActiveEvents, ActiveHooks, ActiveCollisionTypes, ContactForceEventThreshold, ContactSkin, and Sensor) configure the colliders of its surface exactly like for a Collider: they are applied when the soft-body is created and whenever they change, and removing one of them restores the value of the collider template of the builder. These colliders are given by RapierRigidBodySet::soft_body_colliders.

Finally, the Rapier soft-bodies are stored in the soft_bodies set of the RapierRigidBodySet component of the physics context, next to the rigid-bodies. The Rapier soft-body type is re-exported as RapierSoftBody (and its material as RapierSoftBodyMaterial) to avoid any confusion with the components. They are accessed with the ReadRapierContext and WriteRapierContext system parameters, which provide shortcuts for the most common operations: soft_body gives the Rapier soft-body of an entity, soft_body_entity gives the entity of a soft-body handle, soft_body_particle_positions and soft_body_center_of_mass read its state, and soft_body_mut gives mutable access to the soft-body of an entity:

fn read_soft_bodies(context: ReadRapierContext, sheet: Single<Entity, With<Sheet>>) -> Result {
let context = context.single()?;
// The Rapier soft-bodies live in the `RapierRigidBodySet` of the context, together with the
// map from their entity to their handle (also given by their `RapierSoftBodyHandle`).
let Some(handle) = context.rigidbody_set.entity2soft_body().get(&*sheet) else {
return Ok(()); // Not created yet.
};
let soft_body: &RapierSoftBody = &context.rigidbody_set.soft_bodies[*handle];
// Shortcuts are provided for the most common operations.
assert_eq!(context.soft_body_entity(*handle), Some(*sheet));
assert_eq!(
context.soft_body_particle_positions(*sheet).unwrap().len(),
soft_body.num_particles()
);
let _center = context.soft_body_center_of_mass(*sheet);
// The colliders of its surface, configured by its collider components.
let surface_colliders = context
.rigidbody_set
.soft_body_colliders(&context.colliders.colliders, *sheet)
.unwrap_or_default();
for handle in surface_colliders {
let _friction = context.colliders.colliders[handle].friction();
}
Ok(())
}
warning

The properties covered by a component should be modified through that component rather than through soft_body_mut. The components are applied again whenever they change, so, e.g., a material set with RapierSoftBody::set_material is replaced by the SoftBodyMaterial of the entity the next time this component is modified.

info

The SoftBodyMeshSync component (from the to-bevy-mesh feature, enabled by default) renders the soft-body with a mesh kept in sync with its particles. The plugin generates the mesh and inserts it as a Mesh3d (3D) or Mesh2d (2D) component, updates its vertices after each step, and rebuilds it whenever the topology of the body changes, e.g., after a tear. Its vertices are expressed in the frame of the Transform of the entity, and the material must be added by you, as shown in the creation example. In 3D, the mesh is the skin of the body if it has one, else its surface (or its boundary triangles), or a line list of its edges for a body without any surface, e.g., a rope. In 2D, it is made of its cells, or of its boundary segments (or of its edges). The meshes of the deformable colliders bound to the body are never part of it.

The soft-bodies are owned by the world, next to the rigid-bodies and the colliders, and are identified by their R3SoftBodyHandle. There is no separate set to manage: r3InsertSoftBody creates the soft-body as well as the rigid-body standing for it and the colliders of its surface, and r3FreeWorld frees all of them. The number of soft-bodies of the world is given by r3SoftBodyCount, and their handles by r3SoftBodyHandles. A handle becomes invalid once its soft-body is removed, which is checked by r3SoftBody_Contains. Conversely, the soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters) is given by r3RigidBody_SoftBody, which returns an invalid handle for any other rigid-body:

// The world owns every soft-body: their number and their handles can be read at any time.
R2SoftBodyDesc rope_desc = r2RopeSoftBodyDesc(r2Vector(0.0, 3.0), r2Vector(2.0, 3.0), 20);
R2SoftBodyHandle rope_handle = r2InsertSoftBody(world, &rope_desc);
size_t num_soft_bodies = r2SoftBodyCount(world);
R2SoftBodyHandle *soft_bodies = malloc(num_soft_bodies * sizeof(R2SoftBodyHandle));
r2SoftBodyHandles(world, soft_bodies, num_soft_bodies);
for (size_t i = 0; i < num_soft_bodies; i++) {
printf("Soft-body %u has %zu particles.\n", soft_bodies[i].index,
r2SoftBody_NumParticles(soft_bodies[i]));
}
free(soft_bodies);
// Whether a handle still refers to a soft-body of the world.
assert(r2SoftBody_Contains(rope_handle));
// The soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters).
R2SoftBodyHandle owner = r2RigidBody_SoftBody(r2SoftBody_RootBody(rope_handle));
assert(owner.index == rope_handle.index && owner.generation == rope_handle.generation);

The state of the body as a whole can be read at any time as well: its number of particles (r3SoftBody_NumParticles), its total mass (r3SoftBody_Mass), its mass-weighted center of mass (r3SoftBody_CenterOfMass), the area (2D) or the volume (3D) it currently encloses and its rest value (r3SoftBody_Volume, r3SoftBody_RestVolume), and whether it is sleeping (r3SoftBody_IsSleeping, see also r3SoftBody_WakeUp). Finally, a soft-body can be disabled until it is enabled again with r3SoftBody_SetEnabled.

Like the rigid-bodies and the colliders, the soft-bodies of a simulation are stored inside of a set: the SoftBodySet, given by PhysicsWorld.soft_bodies. The examples of this page use the PhysicsWorld, which owns all the sets of one simulation, but the sets can also be used directly (a PhysicsPipeline then simulates the soft-bodies of the set given as its soft_bodies argument). Note that the insertion of a soft-body (SoftBodySet.insert) needs the rigid-body set and the collider set as well, because a soft-body owns the rigid-body standing for it and the colliders of its surface:

# The sets can also be used directly, without the `PhysicsWorld` façade.
soft_body_set = rp.SoftBodySet()
rigid_body_set = rp.RigidBodySet()
collider_set = rp.ColliderSet()
rope = rp.SoftBody.rope((0.0, 3.0, 0.0), (2.0, 3.0, 0.0), 20)
rope_handle = soft_body_set.insert(rope, rigid_body_set, collider_set)
soft_body = soft_body_set[rope_handle]
assert soft_body.num_particles == 20
# The state of the body as a whole.
print("Mass:", soft_body.mass, "center of mass:", soft_body.center_of_mass)
print("Sleeping:", soft_body.is_sleeping)
# Every soft body of the set.
for handle, soft_body in soft_body_set:
print(handle, soft_body.num_particles)

The set supports len(), in, indexing by a SoftBodyHandle, and iteration over (handle, soft_body) pairs. The SoftBody objects it gives are live views: reading or modifying one of them reads or modifies the soft-body stored in the set, and using one of them after its soft-body was removed raises an InvalidHandle error. On the other hand, the objects describing its particles, elements, and clusters (e.g., the SoftBodyParticle given by particle) are snapshots, which don't follow the simulation.

The state of the body as a whole can be read at any time as well: its number of particles (num_particles), its total mass (mass), its mass-weighted center of mass (center_of_mass), the volume it currently encloses and its rest value (volume, rest_volume), and whether it is sleeping (is_sleeping, see also wake_up). A soft-body can also be disabled until it is enabled again with set_enabled. Conversely, the soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters) is given by the soft_body property of that RigidBody, which is None for any other rigid-body.

Soft-body set​

Like the rigid-bodies and the colliders, the soft-bodies of a simulation are stored inside of a set: the SoftBodySet. The examples of this page use the PhysicsWorld, a façade owning all the sets of one simulation, but the sets can also be used directly. Note that the insertion of a soft-body (SoftBodySet::insert) needs the rigid-body set and the collider set as well, because a soft-body owns the rigid-body standing for it and the colliders of its surface:

// The sets can also be used directly, without the `PhysicsWorld` façade.
let mut soft_body_set = SoftBodySet::new();
let mut rigid_body_set = RigidBodySet::new();
let mut collider_set = ColliderSet::new();
let rope = SoftBodyBuilder::rope(Vector::new(0.0, 3.0), Vector::new(2.0, 3.0), 20);
let rope_handle = soft_body_set.insert(rope, &mut rigid_body_set, &mut collider_set);
let soft_body = &soft_body_set[rope_handle];
assert_eq!(soft_body.num_particles(), 20);

A soft-body is created by inserting a SoftBody component on an entity. This component only wraps the Rapier SoftBodyBuilder of the body, and it is read only once: the plugin creates the Rapier soft-body during the next physics update, then inserts its RapierSoftBodyHandle on the entity, as well as a SoftBodyState component updated after each step with the (mass-weighted) center of mass of the body, whether it is sleeping, its number of particles, etc. Therefore modifying the SoftBody component afterwards has no effect: the body is controlled at runtime by the other soft-body components (SoftBodyMaterial, SoftBodyPinnedParticles, etc.) described in the next sections. Adding the SoftBodyDisabled component disables the soft-body until it is removed, and despawning the entity (or removing its SoftBody component) removes the soft-body from the simulation.

The positions of the particles given to the builder are expressed in the local frame of the entity: they are transformed by its GlobalTransform when the soft-body is created. After that, the particles live in world-space, and the plugin drives the Transform of the entity: it follows the pose of the root body of the soft-body, i.e., its translation follows the centroid of the free particles, and its rotation is the one best fitting the particles onto their rest shape (the identity when the soft-body is created), whereas its scale is kept. The colliders of the children of the soft-body entity are attached to the root body, so these children follow the body as a whole. Whatever must follow a specific part of the body is better attached to a cluster entity.

The soft-body entity also stands for the rigid-body and the colliders the engine creates for it:

  • It is mapped to the root body of the soft-body, so it can be used like any rigid-body entity by the impulse joints.
  • The colliders of its surface carry the bits of the entity in their user-data, so the collision events, the contact pairs, and the scene queries report the soft-body entity itself as the collider entity.
  • Its collider components (Friction, Restitution, CollisionGroups, SolverGroups, ActiveEvents, ActiveHooks, ActiveCollisionTypes, ContactForceEventThreshold, ContactSkin, and Sensor) configure the colliders of its surface exactly like for a Collider: they are applied when the soft-body is created and whenever they change, and removing one of them restores the value of the collider template of the builder. These colliders are given by RapierRigidBodySet::soft_body_colliders.

Finally, the Rapier soft-bodies are stored in the soft_bodies set of the RapierRigidBodySet component of the physics context, next to the rigid-bodies. The Rapier soft-body type is re-exported as RapierSoftBody (and its material as RapierSoftBodyMaterial) to avoid any confusion with the components. They are accessed with the ReadRapierContext and WriteRapierContext system parameters, which provide shortcuts for the most common operations: soft_body gives the Rapier soft-body of an entity, soft_body_entity gives the entity of a soft-body handle, soft_body_particle_positions and soft_body_center_of_mass read its state, and soft_body_mut gives mutable access to the soft-body of an entity:

fn read_soft_bodies(context: ReadRapierContext, sheet: Single<Entity, With<Sheet>>) -> Result {
let context = context.single()?;
// The Rapier soft-bodies live in the `RapierRigidBodySet` of the context, together with the
// map from their entity to their handle (also given by their `RapierSoftBodyHandle`).
let Some(handle) = context.rigidbody_set.entity2soft_body().get(&*sheet) else {
return Ok(()); // Not created yet.
};
let soft_body: &RapierSoftBody = &context.rigidbody_set.soft_bodies[*handle];
// Shortcuts are provided for the most common operations.
assert_eq!(context.soft_body_entity(*handle), Some(*sheet));
assert_eq!(
context.soft_body_particle_positions(*sheet).unwrap().len(),
soft_body.num_particles()
);
let _center = context.soft_body_center_of_mass(*sheet);
// The colliders of its surface, configured by its collider components.
let surface_colliders = context
.rigidbody_set
.soft_body_colliders(&context.colliders.colliders, *sheet)
.unwrap_or_default();
for handle in surface_colliders {
let _friction = context.colliders.colliders[handle].friction();
}
Ok(())
}
warning

The properties covered by a component should be modified through that component rather than through soft_body_mut. The components are applied again whenever they change, so, e.g., a material set with RapierSoftBody::set_material is replaced by the SoftBodyMaterial of the entity the next time this component is modified.

info

The SoftBodyMeshSync component (from the to-bevy-mesh feature, enabled by default) renders the soft-body with a mesh kept in sync with its particles. The plugin generates the mesh and inserts it as a Mesh3d (3D) or Mesh2d (2D) component, updates its vertices after each step, and rebuilds it whenever the topology of the body changes, e.g., after a tear. Its vertices are expressed in the frame of the Transform of the entity, and the material must be added by you, as shown in the creation example. In 3D, the mesh is the skin of the body if it has one, else its surface (or its boundary triangles), or a line list of its edges for a body without any surface, e.g., a rope. In 2D, it is made of its cells, or of its boundary segments (or of its edges). The meshes of the deformable colliders bound to the body are never part of it.

The soft-bodies are owned by the world, next to the rigid-bodies and the colliders, and are identified by their R3SoftBodyHandle. There is no separate set to manage: r3InsertSoftBody creates the soft-body as well as the rigid-body standing for it and the colliders of its surface, and r3FreeWorld frees all of them. The number of soft-bodies of the world is given by r3SoftBodyCount, and their handles by r3SoftBodyHandles. A handle becomes invalid once its soft-body is removed, which is checked by r3SoftBody_Contains. Conversely, the soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters) is given by r3RigidBody_SoftBody, which returns an invalid handle for any other rigid-body:

// The world owns every soft-body: their number and their handles can be read at any time.
R2SoftBodyDesc rope_desc = r2RopeSoftBodyDesc(r2Vector(0.0, 3.0), r2Vector(2.0, 3.0), 20);
R2SoftBodyHandle rope_handle = r2InsertSoftBody(world, &rope_desc);
size_t num_soft_bodies = r2SoftBodyCount(world);
R2SoftBodyHandle *soft_bodies = malloc(num_soft_bodies * sizeof(R2SoftBodyHandle));
r2SoftBodyHandles(world, soft_bodies, num_soft_bodies);
for (size_t i = 0; i < num_soft_bodies; i++) {
printf("Soft-body %u has %zu particles.\n", soft_bodies[i].index,
r2SoftBody_NumParticles(soft_bodies[i]));
}
free(soft_bodies);
// Whether a handle still refers to a soft-body of the world.
assert(r2SoftBody_Contains(rope_handle));
// The soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters).
R2SoftBodyHandle owner = r2RigidBody_SoftBody(r2SoftBody_RootBody(rope_handle));
assert(owner.index == rope_handle.index && owner.generation == rope_handle.generation);

The state of the body as a whole can be read at any time as well: its number of particles (r3SoftBody_NumParticles), its total mass (r3SoftBody_Mass), its mass-weighted center of mass (r3SoftBody_CenterOfMass), the area (2D) or the volume (3D) it currently encloses and its rest value (r3SoftBody_Volume, r3SoftBody_RestVolume), and whether it is sleeping (r3SoftBody_IsSleeping, see also r3SoftBody_WakeUp). Finally, a soft-body can be disabled until it is enabled again with r3SoftBody_SetEnabled.

Like the rigid-bodies and the colliders, the soft-bodies of a simulation are stored inside of a set: the SoftBodySet, given by PhysicsWorld.soft_bodies. The examples of this page use the PhysicsWorld, which owns all the sets of one simulation, but the sets can also be used directly (a PhysicsPipeline then simulates the soft-bodies of the set given as its soft_bodies argument). Note that the insertion of a soft-body (SoftBodySet.insert) needs the rigid-body set and the collider set as well, because a soft-body owns the rigid-body standing for it and the colliders of its surface:

# The sets can also be used directly, without the `PhysicsWorld` façade.
soft_body_set = rp.SoftBodySet()
rigid_body_set = rp.RigidBodySet()
collider_set = rp.ColliderSet()
rope = rp.SoftBody.rope((0.0, 3.0, 0.0), (2.0, 3.0, 0.0), 20)
rope_handle = soft_body_set.insert(rope, rigid_body_set, collider_set)
soft_body = soft_body_set[rope_handle]
assert soft_body.num_particles == 20
# The state of the body as a whole.
print("Mass:", soft_body.mass, "center of mass:", soft_body.center_of_mass)
print("Sleeping:", soft_body.is_sleeping)
# Every soft body of the set.
for handle, soft_body in soft_body_set:
print(handle, soft_body.num_particles)

The set supports len(), in, indexing by a SoftBodyHandle, and iteration over (handle, soft_body) pairs. The SoftBody objects it gives are live views: reading or modifying one of them reads or modifies the soft-body stored in the set, and using one of them after its soft-body was removed raises an InvalidHandle error. On the other hand, the objects describing its particles, elements, and clusters (e.g., the SoftBodyParticle given by particle) are snapshots, which don't follow the simulation.

The state of the body as a whole can be read at any time as well: its number of particles (num_particles), its total mass (mass), its mass-weighted center of mass (center_of_mass), the volume it currently encloses and its rest value (volume, rest_volume), and whether it is sleeping (is_sleeping, see also wake_up). A soft-body can also be disabled until it is enabled again with set_enabled. Conversely, the soft-body a rigid-body stands for (its root body, or the proxy of one of its clusters) is given by the soft_body property of that RigidBody, which is None for any other rigid-body.

Keeping the body together​

Rapier supports three ways of holding the particles of a soft-body together: shape matching, constraints, and the Finite Elements Method (FEM). They can be combined, e.g., shape matching on top of edge constraints. Note that shape matching works on the particles alone, whereas the constraints need edges or cells, and the FEM solver needs cells.

Shape matching​

Shape matching doesn't need any element. At each timestep, the rest shape of the body is placed where it best fits its current shape, i.e., both shapes are given the same center of mass, and the rest shape is given the rotation bringing its particles the closest to the current ones. Each particle is then pulled toward its twin in that matched rest shape by a spring:

Shape-matching steps

This is cheap, and a body always recovers its original shape whatever the deformation it went through. On the other hand, the particles don't interact with their neighbors: pushing on one particle doesn't pull the ones around it, which makes the deformations feel very local. Shape matching is enabled by SoftBodyBuilder::shape_matchingSoftBodyDesc.setShapeMatchingthe shapeMatching field of the descriptionSoftBodyBuilder.shape_matching, and the strength of its springs is the shape matching softness (shape_matching_softnessshapeMatchingSoftnessshapeMatchingSoftnessshape_matching_softness) of the material:

// A cloud of particles without any element: shape matching alone pulls them back toward
// their rest shape, placed where it best fits the current one.
let points: Vec<Vector> = (0..9)
.map(|i| Vector::new((i % 3) as f32, (i / 3) as f32 + 4.0) * 0.3)
.collect();
let blob = SoftBodyBuilder::new(points)
.shape_matching(true)
.material(SoftBodyMaterial {
// How fast the particles are pulled back toward their rest shape.
shape_matching_softness: SpringCoefficients::new(5.0, 1.0),
..Default::default()
})
.particle_radius(0.1);
let _blob_handle = world.insert_soft_body(blob);
// A cloud of particles without any element: shape matching alone pulls them back toward
// their rest shape, placed where it best fits the current one.
let points = [];
for (let i = 0; i < 9; ++i) {
points.push((i % 3) * 0.3, Math.floor(i / 3) * 0.3 + 4.0);
}
let shapeMaterial = new RAPIER.SoftBodyMaterial();
// How fast the particles are pulled back toward their rest shape.
shapeMaterial.shapeMatchingSoftness = { naturalFrequency: 5.0, dampingRatio: 1.0 };
let pointCloudDesc = new RAPIER.SoftBodyDesc(points)
.setShapeMatching(true)
.setMaterial(shapeMaterial)
.setParticleRadius(0.1);
let pointCloud = world.createSoftBody(pointCloudDesc);
// A cloud of particles without any element: shape matching alone pulls them back toward
// their rest shape, placed where it best fits the current one.
let points: Vec<Vec2> = (0..9)
.map(|i| Vec2::new((i % 3) as f32, (i / 3) as f32) * 0.3)
.collect();
commands.spawn((
Transform::from_xyz(0.0, 4.0, 0.0),
SoftBody::new(
SoftBodyBuilder::new(points)
.shape_matching(true)
.particle_radius(0.1),
),
SoftBodyMaterial(RapierSoftBodyMaterial {
// How fast the particles are pulled back toward their rest shape.
shape_matching_softness: SpringCoefficients::new(5.0, 1.0),
..default()
}),
));
// A cloud of particles without any element: shape matching alone pulls them back toward
// their rest shape, placed where it best fits the current one.
R2Vector points[9];
for (int i = 0; i < 9; i++) {
points[i] = r2VectorScale(r2Vector(i % 3, i / 3 + 4.0), 0.3);
}
R2SoftBodyDesc cloud = r2DefaultSoftBodyDesc();
r2SoftBodyDesc_SetParticles(&cloud, (R2VectorView){points, 9});
cloud.shapeMatching = (R2OptionalBool){1, 1};
// How fast the particles are pulled back toward their rest shape.
cloud.material.shapeMatchingSoftness = (R2SpringCoefficients){5.0, 1.0};
cloud.particleRadius = (R2OptionalReal){1, 0.1};
R2SoftBodyHandle cloud_handle = r2InsertSoftBody(world, &cloud);
# A cloud of particles without any element: shape matching alone pulls them back toward
# their rest shape, placed where it best fits the current one.
points = 0.3 * np.array([(i % 3, i // 3 % 3 + 4.0, i // 9) for i in range(27)])
blob = (
rp.SoftBodyBuilder(points)
.shape_matching(True)
.material(
rp.SoftBodyMaterial(
# How fast the particles are pulled back toward their rest shape.
shape_matching_softness=rp.SpringCoefficients(5.0, 1.0),
)
)
.particle_radius(0.1)
)
blob_handle = world.add_soft_body(blob)
tip

Use shape matching for low-detail deformations, or whenever computing a topology (edges, cells) isn't desired. It is enabled by default by the trimesh and polyline constructorstrimesh and polyline constructorsr3SoftBodyDesc_SetSurfaceMesh and r2SoftBodyDesc_SetTrimesh constructors (unless the shapeMatching override disables it)trimesh constructor. Note however that it performs very poorly for ropes, cloth, or any open shape. Also note that combining it with edges makes the deformations spread to the neighbors to look more realistic.

Constraints​

The constraints-based soft-body solver is the default solver (SoftBodySolver::Constraints) (R3_SOFT_SOLVER_CONSTRAINTS) (SoftBodySolver.CONSTRAINTS), and the most versatile one: every edge and cell element of the deformation lattice becomes a constraint, solved together with the contacts and the joints of the scene.

Edge and cell constraints

An edge is a spring-damper pulling its two particles back toward its rest length. A cell is either a volume constraint keeping its area or its volume, the shape itself being held by the edges, or an elastic element resisting any deformation. This is selected by the cell model of the body (cell_modelsetCellModelcellModelcell_model, which takes a SoftBodyCellModel):

  • VolumeVolumeR3_SOFT_CELL_VOLUMEVOLUME: one constraint per cell keeping its area (2D) or its volume (3D) at its rest value. This is the cheapest model, and combined with the edges it is often enough to obtain a convincing jelly.
  • CorotationalCorotationalR3_SOFT_CELL_COROTATIONALCOROTATIONAL: linear elasticity expressed in the rotation-free frame of the cell. It is stable at any stiffness and recovers from inverted cells.
  • NeoHookeanNeoHookeanR3_SOFT_CELL_NEO_HOOKEANNEO_HOOKEAN: stable Neo-Hookean hyperelasticity. It feels stiffer than linear elasticity on compression, but softer on tension.

The stiffness of every element is configured by the SoftBodyMaterialR3SoftBodyMaterial of the body, which can be given to the builderdescription or set at any time with SoftBody::set_materialthe component of the same name, which wraps the Rapier material (re-exported as RapierSoftBodyMaterial) and overrides the one of the builderSoftBody.setMaterialr3SoftBody_SetMaterial (the current one being given by r3SoftBody_Material)the material property of SoftBody. A material is initialized by r3DefaultSoftBodyMaterial, or by r3UniformSoftBodyMaterial which gives the same softness to every constraint. This property is a live view of the material of the body: modifying one of its fields modifies the body, whereas SoftBodyMaterial.copy gives a detached copy. A material is created with the SoftBodyMaterial constructor, which takes any of its fields as keyword arguments, or with SoftBodyMaterial.uniform which gives the same softness to every constraint. The edges and the volume constraints are given a softness, i.e., a natural frequency (in Hz) and a damping ratio instead of a stiffness, so it doesn't depend on the masses of the particles:

  • The edge softness (edge_softnessedgeSoftnessedgeSoftnessedge_softness) for the structural edges;
  • The bend softness (bend_softnessbendSoftnessbendSoftnessbend_softness) for the bending edges and the dihedral constraints;
  • The volume softness (volume_softnessvolumeSoftnessvolumeSoftnessvolume_softness) for the volume constraints.

The elastic cells are given a Young modulus (young_modulusyoungModulusyoungModulusyoung_modulus, in force per unit area in 3D, per unit length in 2D), a Poisson ratio (poisson_ratiopoissonRatiopoissonRatiopoisson_ratio), and a damping ratio (elastic_damping_ratioelasticDampingRatioelasticDampingRatioelastic_damping_ratio) instead. Their natural frequency is derived from these, therefore a body meshed more finely doesn't become stiffer, whereas it becomes more expensive to simulate.

Finally, a body with a closed surface can preserve the area (2D) or the volume (3D) it encloses (volume_preservationsetVolumePreservationvolumePreservationvolume_preservation, or enable_volume_preservation after the insertion), which target can be scaled by a volume_factorvolume_factor (or a SoftBodyVolumeFactor component)setVolumeFactorvolumeFactor (or r3SoftBody_SetVolumeFactor after the insertion)volume_factor (or the volume_factor property of SoftBody after the insertion) greater than 1 in order to inflate the body, e.g., to simulate a pressurized blob:

// Elastic cells: a jelly square with corotational linear elasticity.
let jelly = SoftBodyBuilder::grid(Vector::new(3.0, 1.2), Vector::splat(1.0), 6, 6)
// The constitutive model of the cells: `Volume` (per-cell area constraints,
// the shape is held by the edges), `Corotational` or `NeoHookean`.
.cell_model(SoftBodyCellModel::Corotational)
.material(SoftBodyMaterial {
// Stiffness of the elastic cells.
young_modulus: 3.0e3,
poisson_ratio: 0.35,
elastic_damping_ratio: 0.5,
// Plasticity: the rest shape flows past 5% strain, at 20 per second.
plastic_yield: 0.05,
plastic_creep: 20.0,
// Tearing: an element past 40% strain tears.
tear_strain: Some(0.4),
..Default::default()
})
.particle_mass(0.2);
let jelly_handle = world.insert_soft_body(jelly);

// A pressurized blob: a ring of particles inflated by area preservation.
let blob = SoftBodyBuilder::disk(Vector::new(0.0, 3.0), 0.8, 24)
.softness(SpringCoefficients::new(20.0, 1.0))
// Target area multiplier (`> 1` inflates the body); enables area preservation.
.volume_factor(1.1)
.self_contacts(true);
let blob_handle = world.insert_soft_body(blob);
// Elastic cells: a jelly square with corotational linear elasticity.
let material = new RAPIER.SoftBodyMaterial();
// Stiffness of the elastic cells.
material.youngModulus = 3.0e3;
material.poissonRatio = 0.35;
material.elasticDampingRatio = 0.5;
// Plasticity: the rest shape flows past 5% strain, at 20 per second.
material.plasticYield = 0.05;
material.plasticCreep = 20.0;
// Tearing: an element past 40% strain tears.
material.tearStrain = 0.4;
let jellyDesc = RAPIER.SoftBodyDesc.grid({ x: 3.0, y: 1.2 }, { x: 1.0, y: 1.0 }, 6, 6)
// The constitutive model of the cells: `Volume` (per-cell area constraints,
// the shape is held by the edges), `Corotational` or `NeoHookean`.
.setCellModel(RAPIER.SoftBodyCellModel.Corotational)
.setMaterial(material)
.setParticleMass(0.2);
let jelly = world.createSoftBody(jellyDesc);

// A pressurized blob: a ring of particles inflated by area preservation.
let blobDesc = RAPIER.SoftBodyDesc.disk({ x: 0.0, y: 3.0 }, 0.8, 24)
.setSoftness(20.0, 1.0)
// Target area multiplier (`> 1` inflates the body); enables area preservation.
.setVolumeFactor(1.1)
.setSelfContacts(true);
let blob = world.createSoftBody(blobDesc);
// Elastic cells: a jelly square with corotational linear elasticity.
let jelly_body = SoftBody::grid(Vec2::splat(1.0), 6, 6).map(|builder| {
// The constitutive model of the cells: `Volume` (per-cell area constraints,
// the shape is held by the edges), `Corotational` or `NeoHookean`.
builder
.cell_model(SoftBodyCellModel::Corotational)
.particle_mass(0.2)
});
let jelly = commands
.spawn((
Jelly,
Transform::from_xyz(3.0, 1.2, 0.0),
jelly_body.clone(),
// The material of the soft-body: modifying this component updates the soft-body.
SoftBodyMaterial(RapierSoftBodyMaterial {
// Stiffness of the elastic cells.
young_modulus: 3.0e3,
poisson_ratio: 0.35,
elastic_damping_ratio: 0.5,
// Plasticity: the rest shape flows past 5% strain, at 20 per second.
plastic_yield: 0.05,
plastic_creep: 20.0,
// Tearing: an element past 40% strain tears.
tear_strain: Some(0.4),
..default()
}),
))
.id();

// A pressurized blob: a ring of particles inflated by area preservation.
let blob_body = SoftBody::disk(0.8, 24).map(|builder| builder.self_contacts(true));
let blob_transform = Transform::from_xyz(0.0, 3.0, 0.0);
let blob = commands
.spawn((
blob_transform,
blob_body.clone(),
SoftBodyMaterial::uniform(20.0, 1.0),
// Target area multiplier (`> 1` inflates the body).
SoftBodyVolumeFactor(1.1),
))
.id();
// Elastic cells: a jelly square with corotational linear elasticity.
R2SoftBodyDesc jelly = r2GridSoftBodyDesc(r2Vector(3.0, 1.2), r2Vector(1.0, 1.0), 6, 6);
// The constitutive model of the cells: R2_SOFT_CELL_VOLUME (per-cell area constraints,
// the shape is held by the edges), R2_SOFT_CELL_COROTATIONAL or R2_SOFT_CELL_NEO_HOOKEAN.
jelly.cellModel = R2_SOFT_CELL_COROTATIONAL;
// Stiffness of the elastic cells.
jelly.material.youngModulus = 3.0e3;
jelly.material.poissonRatio = 0.35;
jelly.material.elasticDampingRatio = 0.5;
// Plasticity: the rest shape flows past 5% strain, at 20 per second.
jelly.material.plasticYield = 0.05;
jelly.material.plasticCreep = 20.0;
// Tearing: an element past 40% strain tears.
jelly.material.tearStrain = (R2OptionalReal){1, 0.4};
jelly.particleMass = 0.2;
R2SoftBodyHandle jelly_handle = r2InsertSoftBody(world, &jelly);

// A pressurized blob: a ring of particles inflated by area preservation.
R2SoftBodyDesc blob = r2DiskSoftBodyDesc(r2Vector(0.0, 3.0), 0.8, 24);
blob.material = r2UniformSoftBodyMaterial((R2SpringCoefficients){20.0, 1.0});
// Target area multiplier (`> 1` inflates the body), for the area preservation enabled by
// the disk constructor (`volumePreservation`).
blob.volumeFactor = 1.1;
blob.selfContacts = 1;
R2SoftBodyHandle blob_handle = r2InsertSoftBody(world, &blob);
# Elastic cells: a jelly cube with corotational linear elasticity.
jelly = (
rp.SoftBody.cuboid((3.0, 1.0, 0.0), (0.5, 0.5, 0.5), 4, 4, 4)
# The constitutive model of the cells: `VOLUME` (per-cell volume constraints,
# the shape is held by the edges), `COROTATIONAL` or `NEO_HOOKEAN`.
.cell_model(rp.SoftBodyCellModel.COROTATIONAL)
.material(
rp.SoftBodyMaterial(
# Stiffness of the elastic cells.
young_modulus=2.0e3,
poisson_ratio=0.35,
elastic_damping_ratio=0.5,
# Plasticity: the rest shape flows past 5% strain, at 20 per second.
plastic_yield=0.05,
plastic_creep=20.0,
# Tearing: an element past 40% strain tears.
tear_strain=0.4,
)
)
.particle_mass(0.2)
)
jelly_handle = world.add_soft_body(jelly)

# A material shared by the edges, bending constraints and volume constraints.
material = rp.SoftBodyMaterial.uniform(rp.SpringCoefficients(30.0, 1.0))
# Softness of the bending constraints, on top of a uniform 30 Hz softness.
material.bend_softness = rp.SpringCoefficients(3.0, 1.0)
world.soft_bodies[cloth_handle].material = material
# The `material` property is also a live view: its fields can be modified in place.
world.soft_bodies[cloth_handle].material.deformation_damping = 0.1
info

The stiffness effectively simulated by the constraints solver depends on its convergence: with too few iterations, a stiff body looks softer than its material says. This is why soft-bodies are configured with 3 additional internal PGS solver iterations by default, which can be modified with additional_pgs_iterationssetAdditionalPgsIterationsadditionalPgsIterationsadditional_pgs_iterations. The whole island a body belongs to can also be given additional substeps with additional_solver_iterationssetAdditionalSolverIterationsadditionalSolverIterationsadditional_solver_iterations, just like rigid-bodies.

The same chain solved with 1, 4, and 32 iterations

The following table gathers the settings to look at for the most common problems:

ProblemWhat to change
The body is too soft, or stretches too much.Raise the natural frequency of the material's edge_softnessedgeSoftnessedgeSoftnessedge_softness, or its young_modulusyoungModulusyoungModulusyoung_modulus for the elastic cells. Give it more additional_pgs_iterationssetAdditionalPgsIterationsadditionalPgsIterationsadditional_pgs_iterations, or switch it to the FEM solver with solversetSolversolversolver.
A cloth stretches, but should still fold easily.Keep a stiff edge_softnessedgeSoftnessedgeSoftnessedge_softness, and give it a soft bend_softnessbendSoftnessbendSoftnessbend_softness.
A rope compresses like a spring.Make its edges resist stretching only with tension_onlysetTensionOnlytensionOnlyEdgestension_only.
The body keeps wobbling after an impact.Raise the damping_ratiodampingRatiodamping_ratiodamping_ratio of the material's softnesses and its elastic_damping_ratioelasticDampingRatioelasticDampingRatioelastic_damping_ratio, or its deformation_dampingdeformationDampingdeformationDampingdeformation_damping (which damps the deformations but not the motion of the body as a whole).
A closed body collapses, or must be inflated.Enable volume_preservationsetVolumePreservationvolumePreservationvolume_preservation, and give it a volume_factorsetVolumeFactorvolumeFactorvolume_factor greater than 1.
The deformations are too local.Combine shape_matchingsetShapeMatchingshapeMatchingshape_matching with edges, or rely on edges and cells alone.

FEM solver​

The FEM solver (SoftBodySolver::Fem, behind the fem cargo featureSoftBodySolver::Fem, behind the fem feature of bevy_rapier, given to the builder or with the SoftBodyElasticitySolver componentSoftBodySolver.FemR3_SOFT_SOLVER_FEM, given to the solver field of the description or to r3SoftBody_SetSolver, and requiring the fem feature of the librarySoftBodySolver.FEM, given to the builder with solver, or to the solver property of SoftBody after the insertion) resolves the elasticity of the whole body at once and semi-implicitly: the forces and the stiffness of every cell are assembled into a single linear system, solved at each substep. Therefore the stiffness of the body no longer depends on the number of solver iterations, which makes it capable of simulating very stiff materials, as well as more realistic plastic deformations and failures:

Assembly of the FEM system

This comes at a price: the system is factorized at each timestep, and every constraint touching the body (contacts, joints) needs a solve against it. Note that the FEM solver requires cells, so it only applies to the bodies built with cells, e.g., with the grid, cuboid, or volumetricgrid, cuboid, or volumetricr2GridSoftBodyDesc, r3CuboidSoftBodyDesc, or r3VolumetricSoftBodyDesccuboid, volumetric, or volumetric_with constructors. The configuration of its linear solves is shared by every body using it, and lives in the integration parameters:

// A stiff beam simulated by the FEM solver (requires the `fem` cargo feature): its stiffness
// doesn't depend on the number of solver iterations.
let beam = SoftBodyBuilder::grid(Vector::new(0.0, 2.0), Vector::new(1.0, 0.1), 21, 3)
.solver(SoftBodySolver::Fem)
.cell_model(SoftBodyCellModel::NeoHookean)
.material(SoftBodyMaterial {
young_modulus: 1.0e5,
poisson_ratio: 0.3,
..Default::default()
})
// The particles of the side at `x = -1` are the first 3 ones.
.pinned_particles(0..3);
let _beam_handle = world.insert_soft_body(beam);

// The tuning of the linear solves of the FEM solver, shared by every body using it.
let fem = &mut world.integration_parameters.soft_bodies.fem;
fem.linear_tolerance = 1.0e-5;
fem.max_linear_iterations = 20;
// A stiff beam simulated by the FEM solver: its stiffness doesn't depend on the number of
// solver iterations.
let beamMaterial = new RAPIER.SoftBodyMaterial();
beamMaterial.youngModulus = 1.0e5;
beamMaterial.poissonRatio = 0.3;
let beamDesc = RAPIER.SoftBodyDesc.grid({ x: 0.0, y: 2.0 }, { x: 1.0, y: 0.1 }, 21, 3)
.setSolver(RAPIER.SoftBodySolver.Fem)
.setCellModel(RAPIER.SoftBodyCellModel.NeoHookean)
.setMaterial(beamMaterial)
// The particles of the side at `x = -1` are the first 3 ones.
.setPinnedParticles(new Uint32Array([0, 1, 2]));
let beam = world.createSoftBody(beamDesc);

// The tuning of the linear solves of the FEM solver, shared by every body using it.
world.integrationParameters.softBodiesFemLinearTolerance = 1.0e-5;
world.integrationParameters.softBodiesFemMaxLinearIterations = 20;
fn configure_fem(
mut commands: Commands,
mut simulation: Single<&mut RapierContextSimulation, With<DefaultRapierContext>>,
) {
// A stiff beam simulated by the FEM solver (requires the `fem` feature): its stiffness
// doesn't depend on the number of solver iterations.
commands.spawn((
Transform::from_xyz(0.0, 2.0, 0.0),
SoftBody::grid(Vec2::new(1.0, 0.1), 21, 3).map(|builder| {
builder
.cell_model(SoftBodyCellModel::NeoHookean)
// The particles of the side at `x = -1` are the first 3 ones.
.pinned_particles(0..3)
}),
SoftBodyElasticitySolver(SoftBodySolver::Fem),
SoftBodyMaterial(RapierSoftBodyMaterial {
young_modulus: 1.0e5,
poisson_ratio: 0.3,
..default()
}),
));

// The tuning of the linear solves of the FEM solver, shared by every body using it.
let fem = &mut simulation.integration_parameters.soft_bodies.fem;
fem.linear_tolerance = 1.0e-5;
fem.max_linear_iterations = 20;
}
// A stiff beam simulated by the FEM solver (requires the `fem` feature): its stiffness
// doesn't depend on the number of solver iterations.
R2SoftBodyDesc beam = r2GridSoftBodyDesc(r2Vector(0.0, 2.0), r2Vector(1.0, 0.1), 21, 3);
beam.solver = R2_SOFT_SOLVER_FEM;
beam.cellModel = R2_SOFT_CELL_NEO_HOOKEAN;
beam.material.youngModulus = 1.0e5;
beam.material.poissonRatio = 0.3;
// The particles of the side at `x = -1` are the first 3 ones.
const uint32_t beam_pinned[] = {0, 1, 2};
beam.pinned = (R2IndexView){beam_pinned, 3};
R2SoftBodyHandle beam_handle = r2InsertSoftBody(world, &beam);

// The tuning of the linear solves of the FEM solver, shared by every body using it.
r2FemSetLinearTolerance(world, 1.0e-5);
r2FemSetMaxLinearIterations(world, 20);
# A stiff beam simulated by the FEM solver: its stiffness doesn't depend on the number of
# solver iterations.
beam = (
rp.SoftBody.cuboid((0.0, 2.0, -3.0), (1.0, 0.1, 0.1), 11, 3, 3)
.solver(rp.SoftBodySolver.FEM)
.cell_model(rp.SoftBodyCellModel.NEO_HOOKEAN)
.material(rp.SoftBodyMaterial(young_modulus=1.0e5, poisson_ratio=0.3))
# The particles of the face at `x = -1` are the first 3 × 3 ones.
.pinned_particles(range(9))
)
beam_handle = world.add_soft_body(beam)

# The tuning of the linear solves of the FEM solver, shared by every body using it.
fem = world.integration_parameters.soft_bodies.fem
fem.linear_tolerance = 1.0e-5
fem.max_linear_iterations = 20

The linear solves stop at the relative residual linear_tolerancesoftBodiesFemLinearTolerancelinearTolerance (set by r3FemSetLinearTolerance)linear_tolerance, or after max_linear_iterationssoftBodiesFemMaxLinearIterationsmaxLinearIterations (set by r3FemSetMaxLinearIterations)max_linear_iterations conjugate-gradient iterations, whatever the residual. The bodies with at most max_dense_dofssoftBodiesFemMaxDenseDofsmaxDenseDofs (set by r3FemSetMaxDenseDofs)max_dense_dofs degrees of freedom (600 by default) are factorized directly, whereas the larger ones rely on the iterative conjugate gradient.

tip

Use the FEM solver for stiff materials which simulated stiffness must not depend on the iteration count, e.g., the chassis of a car or a metal beam. This also results in more realistic plasticity and tearing.

Contacts and self-intersections​

A soft-body collides through the collider covering its surface, which is a deformable triangle-mesh (a polyline in 2D) built from the template given to the builder.

Thickness​

The radius of the particles (particle_radiussetParticleRadiusthe particleRadius field of R3SoftBodyDescSoftBodyBuilder.particle_radius) is the thickness of the soft-body wrt. collision-detection: it is the contact skin of its surface collider, i.e., the distance kept between the surface and the objects touching it, as well as the distance the solver bounds the motion of one particle by at each substep. A radius that is too small relative to the distance between two neighboring particles may let thin objects pass through the surface, whereas a radius larger than that distance will make the body collide with itself even when it is at rest. Therefore it is recommended to keep it well below the distance between two neighboring particles. Note that every constructor picks a sensible default, i.e., about half the length of its edges or of its cells.

Oriented surfaces and shells​

A closed surface (a balloon, a jelly cube, a filled polygon) is oriented: its contacts are generated on its outward side only, like for an oriented triangle-mesh, so nothing is held inside it. An open surface (a rope, a cloth) is two-sided, because a body arriving from either side must be stopped. This is what the builder does by default, and it is what a solid body wants. A shell, i.e., a closed surface which inner side must hold the bodies contained in it, is obtained by asking for a surface that is not oriented (orientedsetOrientedthe oriented field of R3SoftBodyDescSoftBodyBuilder.oriented):

// A shell: a closed surface that is not oriented, so its inner side holds the bodies put
// inside it (a bowl, a box, a container). A closed surface is oriented by default.
let bowl = SoftBodyBuilder::disk(Vector::new(-3.0, 2.0), 0.8, 24)
.oriented(false)
.softness(SpringCoefficients::new(60.0, 1.0));
let _bowl_handle = world.insert_soft_body(bowl);
// A shell: a closed surface that is not oriented, so its inner side holds the bodies put
// inside it (a bowl, a box, a container). A closed surface is oriented by default.
let bowlDesc = RAPIER.SoftBodyDesc.disk({ x: -3.0, y: 2.0 }, 0.8, 24)
.setOriented(false)
.setSoftness(60.0, 1.0);
let bowl = world.createSoftBody(bowlDesc);
// A shell: a closed surface that is not oriented, so its inner side holds the bodies put
// inside it (a bowl, a box, a container). A closed surface is oriented by default.
commands.spawn((
Transform::from_xyz(-3.0, 2.0, 0.0),
SoftBody::disk(0.8, 24).map(|builder| {
builder
.oriented(false)
.softness(SpringCoefficients::new(60.0, 1.0))
}),
));
// A shell: a closed surface that is not oriented, so its inner side holds the bodies put
// inside it (a bowl, a box, a container). A closed surface is oriented by default.
R2SoftBodyDesc bowl = r2DiskSoftBodyDesc(r2Vector(-3.0, 2.0), 0.8, 24);
// Default: disabled, i.e., oriented if the surface is closed.
bowl.oriented = (R2OptionalBool){1, 0};
bowl.material = r2UniformSoftBodyMaterial((R2SpringCoefficients){60.0, 1.0});
R2SoftBodyHandle bowl_handle = r2InsertSoftBody(world, &bowl);
# A shell: a closed surface that is not oriented, so its inner side holds the bodies put
# inside it (a bowl, a box, a container). A closed surface is oriented by default.
bowl = rp.SoftBody.sphere((-3.0, 2.0, 0.0), 0.8, 2).oriented(False).softness((60.0, 1.0))
bowl_handle = world.add_soft_body(bowl)
note

After the insertion, the shape of the ColliderRapier collider of the surfaceCollidersurface collider (given by r3SoftBody_MeshColliders)surface collider (given by SoftBody.collision_mesh().collider) is the authority: the flag is changed there, like for any other collider (i.e., by assigning to its shape a triangle-mesh with the TriMeshFlags.ORIENTED flag toggled).

Self-contacts​

A soft-body doesn't collide with itself by default. Self-contacts are enabled by SoftBodyBuilder::self_contactsSoftBodyDesc.setSelfContactsthe selfContacts field of R3SoftBodyDescSoftBodyBuilder.self_contacts, which makes the vertices and the edges of the surface collide with the surface of their own body: this is what keeps a cloth folding onto itself, or a jelly squashed against itself, from passing through itself. Note that they are more expensive, since the whole surface must be tested against itself.

Penetrations and tangles​

The contacts between two meshes are computed triangle by triangle (segment by segment in 2D), without any notion of their interiors. As long as the two surfaces don't penetrate, this works well. But as soon as they do, some of these local contacts start pointing the wrong way, and actively keep the two surfaces in their penetrating state instead of separating them. Deformations make it worse, since a single surface can also cross itself and end up tangled:

Local contacts between penetrating meshes

Rapier handles these configurations by measuring the volume of the overlap between the two surfaces. The gradient of that volume gives a good approximation of the direction separating the two bodies, aka. the volume normal, which is used both to push the overlapping regions apart, and to correct the direction of the local contacts inside them:

Contact directions corrected with the volume normal

This is enabled by default for the closed surfaces, against other soft-bodies as well as against rigid colliders.

It is configured, along with the detection and the recovery of the tangled configurations, by the recovery settings of the global settings (IntegrationParameters::soft_bodies.recoveryintegration_parameters.soft_bodies.recovery of the RapierContextSimulation componentIntegrationParameters.softBodiesRecoverysoftBodies.recovery of R3IntegrationParametersIntegrationParameters.soft_bodies.recovery). Every mechanism can be switched off individually, and the table below lists the ones to look at for the most common problems:

ProblemWhat to change
Thin or fast objects pass through a surface.Raise the particle radius (particle_radiussetParticleRadiusparticleRadiusparticle_radius). Let the body request more substeps while it is hit fast (max_extra_substepssoftBodiesMaxExtraSubstepsmaxExtraSubstepsmax_extra_substeps).
Two bodies crossing corner-first don't collide.Enable edge_speculationedgeSpeculationedgeSpeculationedge_speculation (note that it can leave pressed 3D piles crossed).
A body stays tangled with itself.Keep self_stand_downselfStandDownselfStandDownself_stand_down enabled (the default), which lets the elasticity untangle it, or push the crossed features apart with crossing_repulsioncrossingRepulsioncrossingRepulsioncrossing_repulsion.
The recovery from a penetration is too slow, or too violent.Change the recovery_pacerecoveryPacerecoveryPacerecovery_pace, i.e., the corrective speed allowed to the recovery (in length units per second).
Soft contacts feel too spongy.Raise the contact_stiffeningsoftBodiesContactStiffeningcontactStiffeningcontact_stiffening of the soft-body contacts relative to the rigid ones.
The overlap of two bodies isn't resolved at all.Make sure both surfaces are closed: the intersection-volume constraints (overlap_constraintsoverlapConstraintsoverlapConstraintsoverlap_constraints) only apply to them.
info

Each of these settings has its own setter (and getter), named after its field: r3SoftBodiesSetMaxExtraSubsteps and r3SoftBodiesSetContactStiffening for the settings of the soft-bodies, and r3RecoverySetEdgeSpeculation, r3RecoverySetSelfStandDown, r3RecoverySetCrossingRepulsion, etc. for the recovery settings. See the global settings for an example.

Soft frames: joints and rigid colliders​

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::SoftFrameRigidBodyType.SoftFrameR3_SOFT_FRAME (see r3RigidBody_IsSoftFrame)RigidBodyType.SOFT_FRAME (see RigidBody.is_soft_frame) 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 SoftBody::root_bodyRapierSoftBody::root_bodySoftBody.rootBodyr3SoftBody_RootBodySoftBody.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 Collider::deformable_mesh_refthe deformable_mesh_ref of the Rapier colliderCollider.softBodyr3Collider_SoftBodyCollider.deformable_mesh_ref, 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 rigid body the engine created for the whole soft body, read back after its insertion.
let root: RigidBodyHandle = world.soft_bodies[jelly_handle].root_body();
assert!(world.bodies[root].is_soft_frame());

// A rigid collider attached to it follows the frame of the whole body: here a sensor
// detecting what comes close to the jelly.
let _sensor = world.insert_collider(ColliderBuilder::ball(1.6).sensor(true), Some(root));

// 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 = world.insert_body(RigidBodyBuilder::fixed().translation(Vector::new(3.0, 5.0)));
world.insert_impulse_joint(anchor, root, SpringJointBuilder::new(2.0, 60.0, 2.0));
// The rigid body the engine created for the whole soft body, read back after its insertion.
let rootBody = jelly.rootBody();
console.log("root body is a soft frame:", rootBody.isSoftFrame());

// A rigid collider attached to it follows the frame of the whole body: here a sensor
// detecting what comes close to the jelly.
world.createCollider(RAPIER.ColliderDesc.ball(1.6).setSensor(true), rootBody);

// 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 jellyAnchor = world.createRigidBody(RAPIER.RigidBodyDesc.fixed().setTranslation(3.0, 5.0));
let jellySpring = RAPIER.JointData.spring(2.0, 60.0, 2.0, { x: 0.0, y: 0.0 }, { x: 0.0, y: 0.0 });
world.createImpulseJoint(jellySpring, jellyAnchor, rootBody, true);

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:

// 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 rigid-body the engine created for the whole soft-body, read back after its insertion.
R2RigidBodyHandle root = r2SoftBody_RootBody(jelly_handle);
assert(r2RigidBody_IsSoftFrame(root));

// A rigid collider attached to it follows the frame of the whole body: here a sensor
// detecting what comes close to the jelly.
R2ColliderDesc sensor = r2BallColliderDesc(1.6);
sensor.isSensor = 1;
r2InsertCollider(root, &sensor);

// 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.
R2RigidBodyDesc anchor_desc = r2FixedRigidBodyDesc();
anchor_desc.position.translation = r2Vector(3.0, 5.0);
R2RigidBodyHandle anchor = r2InsertRigidBody(world, &anchor_desc);
R2JointDesc spring = r2SpringJointDesc(2.0, 60.0, 2.0);
r2InsertImpulseJoint(anchor, root, &spring);
# The rigid body the engine created for the whole soft body, read back after its insertion.
root = world.soft_bodies[jelly_handle].root_body
assert world.rigid_bodies[root].is_soft_frame

# A rigid collider attached to it follows the frame of the whole body: here a sensor
# detecting what comes close to the jelly.
sensor = world.add_collider(rp.Collider.ball(1.0).sensor(True), parent=root)

# 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.
anchor = world.add_body(rp.RigidBody.fixed(translation=(3.0, 4.0, 0.0)))
world.impulse_joints.insert(anchor, root, rp.SpringJointBuilder(2.5, 60.0, 2.0))
warning

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). Removing it with r3RemoveRigidBody is rejected (with R3_INVALID_ARGUMENT): the soft-body is removed as a whole with r3RemoveSoftBody instead (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 (PhysicsWorld::add_soft_body_clusterentities with a SoftBodyCluster componentWorld.addSoftBodyClusterr3SoftBody_AddClusterPhysicsWorld.add_soft_body_cluster), 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:

One soft frame per cluster

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.

Rigid colliders attached to different soft frames

// A cluster over the top particles of the jelly: a rigid proxy that joints and
// colliders can attach to.
let top: Vec<u32> = {
let jelly = &world.soft_bodies[jelly_handle];
(0..jelly.num_particles() as u32)
.filter(|&i| jelly.particle_position(i as usize).y > 2.0)
.collect()
};
let cluster = world
.add_soft_body_cluster(jelly_handle, &top)
.expect("at least one valid particle");
let proxy: RigidBodyHandle = world.soft_bodies[jelly_handle]
.cluster_proxy(cluster)
.unwrap();
// A rigid plate welded onto the cluster.
let (plate, _) = world.insert(
RigidBodyBuilder::dynamic().translation(Vector::new(3.0, 2.4)),
ColliderBuilder::cuboid(1.2, 0.05).density(0.4),
);
world.insert_impulse_joint(
plate,
proxy,
FixedJointBuilder::new().local_anchor1(Vector::new(0.0, -0.1)),
);
// A cluster can be pinned, driven or tuned as a whole.
let jelly = &mut world.soft_bodies[jelly_handle];
jelly.set_cluster_stiffness_scale(cluster, 2.0);
jelly.enable_cluster_shape_matching(cluster, true);
// A cluster over the top particles of the jelly: a rigid proxy that joints and
// colliders can attach to.
let top = [];
for (let i = 0; i < jelly.numParticles(); ++i) {
if (jelly.particlePosition(i).y > 2.0) {
top.push(i);
}
}
let cluster = world.addSoftBodyCluster(jelly, top);
let proxy = jelly.clusterProxy(cluster);
// A rigid plate welded onto the cluster.
let plate = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic().setTranslation(3.0, 2.4));
world.createCollider(RAPIER.ColliderDesc.cuboid(1.2, 0.05).setDensity(0.4), plate);
let weld = RAPIER.JointData.fixed({ x: 0.0, y: -0.1 }, 0.0, { x: 0.0, y: 0.0 }, 0.0);
world.createImpulseJoint(weld, plate, proxy, true);
// A cluster can be pinned, driven or tuned as a whole.
jelly.setClusterStiffnessScale(cluster, 2.0);
jelly.enableClusterShapeMatching(cluster, true);

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:

// 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 is identified by its index in the soft-body, returned by r3SoftBody_AddCluster, and its proxy is given by r3SoftBody_ClusterProxy. The indices of the live clusters of a body are given by r3SoftBody_Clusters, and the particles of one of them by r3SoftBody_ClusterParticles:

// A cluster over the top particles of the jelly: a rigid proxy that joints and
// colliders can attach to.
size_t num_jelly_particles = r2SoftBody_NumParticles(jelly_handle);
uint32_t *top = malloc(num_jelly_particles * sizeof(uint32_t));
size_t num_top = 0;
for (uint32_t i = 0; i < num_jelly_particles; i++) {
if (r2SoftBody_ParticlePosition(jelly_handle, i).y > 2.0) {
top[num_top++] = i;
}
}
uint32_t cluster = r2SoftBody_AddCluster(jelly_handle, top, num_top);
free(top);
R2RigidBodyHandle proxy = r2SoftBody_ClusterProxy(jelly_handle, cluster);
// A rigid plate welded onto the cluster.
R2RigidBodyDesc plate_desc = r2DynamicRigidBodyDesc();
plate_desc.position.translation = r2Vector(3.0, 2.4);
R2RigidBodyHandle plate = r2InsertRigidBody(world, &plate_desc);
R2ColliderDesc plate_collider = r2CuboidColliderDesc(r2Vector(1.2, 0.05));
plate_collider.density = 0.4;
r2InsertCollider(plate, &plate_collider);
R2JointDesc weld = r2FixedJointDesc();
weld.localFrame1.translation = r2Vector(0.0, -0.1);
r2InsertImpulseJoint(plate, proxy, &weld);
// A cluster can be pinned, driven or tuned as a whole.
r2SoftBody_SetClusterStiffnessScale(jelly_handle, cluster, 2.0);
r2SoftBody_SetClusterShapeMatchingEnabled(jelly_handle, cluster, 1);

A cluster is identified by its index in the soft-body, returned by add_soft_body_cluster (which returns None if none of the given particles is valid), and its proxy is given by SoftBody.cluster_proxy. Snapshots of the live clusters of a body (their index, particles, and proxy) are given by the clusters property of SoftBody, and the cluster a proxy stands for by the soft_body and soft_cluster properties of its RigidBody:

# A cluster over the top particles of the jelly: a rigid proxy that joints and
# colliders can attach to.
positions = world.soft_bodies[jelly_handle].particle_positions
top = np.flatnonzero(positions[:, 1] > 1.3)
cluster = world.add_soft_body_cluster(jelly_handle, top)
assert cluster is not None, "at least one valid particle"
proxy = world.soft_bodies[jelly_handle].cluster_proxy(cluster)
# A rigid plate welded onto the cluster.
plate = world.add_body(
rp.RigidBody.dynamic(translation=(3.0, 1.9, 0.0)),
colliders=[rp.Collider.cuboid(0.7, 0.05, 0.7).density(0.4)],
)
world.impulse_joints.insert(
plate, proxy, rp.FixedJointBuilder().local_anchor1((0.0, -0.1, 0.0))
)
# A cluster can be pinned, driven or tuned as a whole.
jelly = world.soft_bodies[jelly_handle]
jelly.set_cluster_stiffness_scale(cluster, 2.0)
jelly.enable_cluster_shape_matching(cluster, True)

A cluster also defines a few settings for the elements it covers, which gives regional materials without needing separate bodies:

  • The stiffness scale (set_cluster_stiffness_scaleSoftBodyClusterMaterial::stiffness_scalesetClusterStiffnessScaler3SoftBody_SetClusterStiffnessScaleset_cluster_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 (set_cluster_edge_softnessSoftBodyClusterMaterial::edge_softnesssetClusterEdgeSoftnessr3SoftBody_SetClusterEdgeSoftnessset_cluster_edge_softness) overrides the softness of every edge entirely contained in the cluster, e.g., a stiffer collar on a shirt.
  • The tear resistance (set_cluster_tear_resistanceSoftBodyClusterMaterial::tear_resistancesetClusterTearResistancer3SoftBody_SetClusterTearResistanceset_cluster_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 (enable_cluster_shape_matchingthe SoftBodyClusterShapeMatching componentenableClusterShapeMatchingr3SoftBody_SetClusterShapeMatchingEnabledenable_cluster_shape_matching) pulls the particles of the cluster toward the frame of its proxy (or toward the target pose given by SoftBodyCluster::set_shape_matching_target) (or toward the world-space target of that component) (or toward the target pose given by r3SoftBody_SetClusterShapeMatchingTarget) (or toward the target pose given by set_cluster_shape_matching_target), 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.

warning

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.

Attaching a rigid-body to a particle​

A particle can also be attached directly to a rigid-body (SoftBody::attach_particlethe SoftBodyAttachments componentSoftBody.attachParticler3SoftBody_AttachParticleSoftBody.attach_particle), which is the simplest way of combining the two kinds of bodies: a rope tied to a swinging ball, a flag attached to its pole, etc. Unlike pinning, an attachment is a two-way point-to-point constraint: the rigid-body holds the particle, and the particle pulls the rigid-body back. The anchor is the position the particle has when the attachment is created, expressed in the local frame of the rigid-body. Note that a particle attached twice keeps both of its attachments, and that an attachment is undone with SoftBody::detach_particleits removal from the SoftBodyAttachments component (removing the component detaches every particle)SoftBody.detachParticler3SoftBody_DetachParticleSoftBody.detach_particle:

// Attach the last particle of a rope to a rigid box, at the particle's position.
let rope = SoftBodyBuilder::rope(Vector::new(8.0, 9.0), Vector::new(12.0, 9.0), 25)
.pinned_particles([0])
.softness(SpringCoefficients::new(40.0, 1.0));
let rope_handle = world.insert_soft_body(rope);
let last_position = world.soft_bodies[rope_handle].particle_position(24);
let (weight, _) = world.insert(
RigidBodyBuilder::dynamic().translation(last_position - Vector::new(0.0, 0.4)),
ColliderBuilder::cuboid(0.3, 0.3).density(2.0),
);
world.soft_bodies[rope_handle].attach_particle(24, weight, &world.bodies);
// Attach the last particle of a rope to a rigid box, at the particle's position.
let ropeDesc = RAPIER.SoftBodyDesc.rope({ x: 8.0, y: 9.0 }, { x: 12.0, y: 9.0 }, 25)
.setPinnedParticles([0])
.setSoftness(40.0, 1.0);
let rope = world.createSoftBody(ropeDesc);
let last = rope.particlePosition(24);
let weight = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic().setTranslation(last.x, last.y - 0.4));
world.createCollider(RAPIER.ColliderDesc.cuboid(0.3, 0.3).setDensity(2.0), weight);
rope.attachParticle(24, weight);

Each entry of the SoftBodyAttachments component attaches one particle to the entity of a rigid-body (or of a cluster). Each time the component changes, the attachments of the soft-body are updated to match it: the attachments that didn't change keep their anchor, and the ones targeting an entity which rigid-body isn't created yet are retried on the next frames:

// Attach the last particle of a rope to a rigid box, at the particle's position.
let weight = commands
.spawn((
Transform::from_xyz(12.0, 8.6, 0.0),
RigidBody::Dynamic,
Collider::cuboid(0.3, 0.3),
ColliderMassProperties::Density(2.0),
))
.id();
commands.spawn((
Rope,
Transform::from_xyz(8.0, 9.0, 0.0),
SoftBody::rope(Vec2::ZERO, Vec2::new(4.0, 0.0), 25).map(|builder| {
builder
.pinned_particles([0])
.softness(SpringCoefficients::new(40.0, 1.0))
}),
SoftBodyAttachments(vec![SoftBodyAttachment {
particle: 24,
body: weight,
}]),
));
// Attach the last particle of a rope to a rigid box, at the particle's position.
R2SoftBodyDesc rope = r2RopeSoftBodyDesc(r2Vector(8.0, 9.0), r2Vector(12.0, 9.0), 25);
uint32_t pinned[] = {0};
r2SoftBodyDesc_SetPinnedParticles(&rope, (R2IndexView){pinned, 1});
rope.material = r2UniformSoftBodyMaterial((R2SpringCoefficients){40.0, 1.0});
R2SoftBodyHandle rope_handle = r2InsertSoftBody(world, &rope);
R2Vector last_position = r2SoftBody_ParticlePosition(rope_handle, 24);
R2RigidBodyDesc weight_body = r2DynamicRigidBodyDesc();
weight_body.position.translation = r2VectorSub(last_position, r2Vector(0.0, 0.4));
R2RigidBodyHandle weight = r2InsertRigidBody(world, &weight_body);
R2ColliderDesc weight_collider = r2CuboidColliderDesc(r2Vector(0.3, 0.3));
weight_collider.density = 2.0;
r2InsertCollider(weight, &weight_collider);
r2SoftBody_AttachParticle(rope_handle, 24, weight);

Note that r3SoftBody_DetachParticle returns whether the particle was attached at all.

info

The target of an attachment must be an ordinary rigid-body: r3SoftBody_AttachParticle rejects the root body and the cluster proxies of a soft-body (they are rigid-bodies too, see r3RigidBody_IsSoftFrame). Two soft-bodies are linked with a joint between their soft frames instead.

# Attach the last particle of a rope to a rigid ball, at the particle's position.
rope = rp.SoftBody.rope((-0.5, 5.0, 3.0), (2.5, 5.0, 3.0), 30).pinned_particles([0]).softness((40.0, 1.0))
rope_handle = world.add_soft_body(rope)
last_position = world.soft_bodies[rope_handle].particle_position(29)
ball = world.add_body(
rp.RigidBody.dynamic(translation=last_position - (0.0, 0.3, 0.0)),
colliders=[rp.Collider.ball(0.25).density(2.0)],
)
world.soft_bodies[rope_handle].attach_particle(29, ball, world.rigid_bodies)

Note that the rigid-body set of the world is given to SoftBody.attach_particle, so that the anchor can be expressed in the local frame of the rigid-body. The attachments of a soft-body are listed by its particle_attachments property, each SoftParticleAttachment giving its particle, its rigid-body (body), its local_anchor, and the impulse it applied during the last step.

Particles and kinematic control​

The state of a soft-body is the state of its particles, which are identified by their index in the body. Their positions and their velocities can be read (particle_position, particle_positions, particle_velocity, particle_velocitiesparticlePosition, particlePositions, particleVelocity, particleVelocitiesr3SoftBody_ParticlePosition, r3SoftBody_ParticlePositions, r3SoftBody_ParticleVelocity, r3SoftBody_ParticleVelocitiesparticle_position, particle_positions, particle_velocity, particle_velocities) and modified (set_particle_position, set_particle_velocitysetParticlePosition, setParticleVelocityr3SoftBody_SetParticlePosition, r3SoftBody_SetParticleVelocityset_particle_position, set_particle_velocity) at any time, one by one or all at once. The elements built from them (edges, cells, and boundaryedges, cells, and boundaryr3SoftBody_Edges, r3SoftBody_Cells, and r3SoftBody_Boundaryedges, cells, and boundary) can be read as well, e.g., in order to render the body with your own mesh. These arrays are copied into a buffer of your own, which capacity is given as the last argument, and a NULL buffer with a zero capacity only returns the length of the array. The elements are given as flat arrays of particle indices: 2 per edge, 3 (2D) or 4 (3D) per cell, and 2 (2D) or 3 (3D) per boundary element. The arrays of every particle and of every element are NumPy arrays with one row per particle or per element, e.g., of shape (N, 3) for the positions and (B, 3) for the boundary triangles. All the positions (or velocities) are modified at once by assigning such an array to particle_positions (or particle_velocities). A snapshot of all the properties of a particle (its mass, its rest position, whether it is pinned, etc.) is given by particle. These are methods of the Rapier soft-body of the entity, given by the soft_body and soft_body_mut methods of the physics context (see soft-bodies and entities). Note that the positions are expressed in world-space, and not in the frame of the entity.

A particle can also be pinned (set_particle_pinnedthe SoftBodyPinnedParticles componentsetParticlePinnedr3SoftBody_SetParticlePinnedset_particle_pinned). A pinned particle is kinematic: it is no longer affected by the forces nor by the contacts, and it will simply hold its position, or follow the kinematic target (set_particle_kinematic_targetthe SoftBodyKinematicTargets componentsetParticleKinematicTargetr3SoftBody_SetParticleKinematicTargetset_particle_kinematic_target) or the velocity it is given. This is, e.g., how a piece of cloth is hung on a wall, or how a rope is dragged by the player. Releasing the particle gives it back its nominal mass and lets it keep its current velocity:

let soft_body = &mut world.soft_bodies[sheet_handle];
// Read the particles.
let position = soft_body.particle_position(0);
let velocity = soft_body.particle_velocity(0);
let positions: Vec<Vector> = soft_body.particle_positions().collect();
assert_eq!(positions.len(), soft_body.num_particles());
// Move a particle.
soft_body.set_particle_position(1, position + Vector::new(0.0, 0.1));
soft_body.set_particle_velocity(1, velocity);
// Pin (or release) a particle; a pinned particle can be driven like a kinematic body.
soft_body.set_particle_pinned(2, true);
soft_body.set_particle_kinematic_target(2, Vector::new(-3.5, 3.5));
// The elements: edges, cells and the boundary segments.
let num_edges = soft_body.edges().len();
let num_cells = soft_body.cells().len();
let boundary: &[[u32; 2]] = soft_body.boundary();
assert!(num_edges > 0 && num_cells > 0 && !boundary.is_empty());
// Read the particles.
let position = sheet.particlePosition(0);
let velocity = sheet.particleVelocity(0);
let positions: Float32Array = sheet.particlePositions(); // Two floats per particle.
console.log("The sheet has", sheet.numParticles(), "particles;", positions.length / 2);
// Move a particle.
sheet.setParticlePosition(1, { x: position.x, y: position.y + 0.1 });
sheet.setParticleVelocity(1, velocity);
// Pin (or release) a particle; a pinned particle can be driven like a kinematic body.
sheet.setParticlePinned(2, true);
sheet.setParticleKinematicTarget(2, { x: -3.5, y: 3.5 });
// The elements: edges (two indices each), cells (three) and the boundary segments (two).
let edges: Uint32Array = sheet.edges();
let cells: Uint32Array = sheet.cells();
let boundary: Uint32Array = sheet.boundary();
console.log(edges.length / 2, "edges,", cells.length / 3, "cells,", boundary.length / 2, "segments");

The SoftBodyPinnedParticles component lists exactly the particles that are pinned: it replaces the particles pinned by the builder, which are restored when the component is removed. The SoftBodyKinematicTargets component gives world-space targets to some of the pinned particles: each time it changes, the listed particles are moved to their target over the next step, then held there:

fn control_particles(
mut commands: Commands,
mut context: WriteRapierContext,
sheet: Single<Entity, With<Sheet>>,
) -> Result {
let mut context = context.single_mut()?;
let Some(soft_body) = context.soft_body_mut(*sheet) else {
return Ok(());
};
// Read the particles (in world-space).
let position = soft_body.particle_position(0);
let velocity = soft_body.particle_velocity(0);
let positions: Vec<Vec2> = soft_body.particle_positions().collect();
assert_eq!(positions.len(), soft_body.num_particles());
// Move a particle.
soft_body.set_particle_position(1, position + Vec2::new(0.0, 0.1));
soft_body.set_particle_velocity(1, velocity);
// The elements: edges, cells and the boundary segments.
let num_edges = soft_body.edges().len();
let num_cells = soft_body.cells().len();
let boundary: &[[u32; 2]] = soft_body.boundary();
assert!(num_edges > 0 && num_cells > 0 && !boundary.is_empty());

// Pin particles (exactly the listed ones), and drive the particle 2 kinematically.
commands.entity(*sheet).insert((
SoftBodyPinnedParticles(vec![0, 19, 2]),
SoftBodyKinematicTargets(vec![(2, Vec2::new(-3.5, 3.5))]),
));
Ok(())
}
// Read the particles.
R2Vector position = r2SoftBody_ParticlePosition(sheet_handle, 0);
R2Vector velocity = r2SoftBody_ParticleVelocity(sheet_handle, 0);
size_t num_particles = r2SoftBody_NumParticles(sheet_handle);
R2Vector *positions = malloc(num_particles * sizeof(R2Vector));
r2SoftBody_ParticlePositions(sheet_handle, positions, num_particles);
// Move a particle.
r2SoftBody_SetParticlePosition(sheet_handle, 1, r2VectorAdd(position, r2Vector(0.0, 0.1)));
r2SoftBody_SetParticleVelocity(sheet_handle, 1, velocity);
// Pin (or release) a particle; a pinned particle can be driven like a kinematic body.
r2SoftBody_SetParticlePinned(sheet_handle, 2, 1);
r2SoftBody_SetParticleKinematicTarget(sheet_handle, 2, r2Vector(-3.5, 3.5));
// The elements: edges, cells and the boundary segments, as flat arrays of particle indices
// (2, 3, and 2 indices per element). A NULL buffer with a zero capacity gives their length.
size_t num_edges = r2SoftBody_Edges(sheet_handle, NULL, 0) / 2;
size_t num_cells = r2SoftBody_Cells(sheet_handle, NULL, 0) / 3;
size_t boundary_len = r2SoftBody_Boundary(sheet_handle, NULL, 0);
uint32_t *boundary = malloc(boundary_len * sizeof(uint32_t));
r2SoftBody_Boundary(sheet_handle, boundary, boundary_len);
assert(num_edges > 0 && num_cells > 0 && boundary_len > 0);
free(positions);
free(boundary);
soft_body = world.soft_bodies[cloth_handle]
# Read the particles.
position = soft_body.particle_position(0)
velocity = soft_body.particle_velocity(0)
# All the positions (or velocities) at once, as an (N, 3) NumPy array.
positions = soft_body.particle_positions
assert positions.shape == (soft_body.num_particles, 3)
# Move a particle.
soft_body.set_particle_position(1, position + rp.Vec3(0.0, 0.1, 0.0))
soft_body.set_particle_velocity(1, velocity)
# Pin (or release) a particle; a pinned particle can be driven like a kinematic body.
soft_body.set_particle_pinned(2, True)
soft_body.set_particle_kinematic_target(2, (-1.0, 2.5, -0.8))
# The elements, as NumPy arrays of particle indices: edges, cells and the boundary triangles.
edges = soft_body.edges # Shape (E, 2).
cells = soft_body.cells # Shape (C, 4).
boundary = soft_body.boundary # Shape (B, 3).
assert len(edges) > 0 and len(cells) == 0 and len(boundary) > 0
warning

Setting the position of a particle explicitly teleports it: no contact is taken into account along the way, so a particle can be moved inside of another object this way. Whenever the motion must be seen by the contacts and by the friction (to drag a piece of cloth, for example), it is recommended to pin the particle and to give it a kinematic target instead.

Controlling a region kinematically​

A whole region of the body is controlled at once through a cluster covering it. Pinning the cluster (set_cluster_pinnedthe SoftBodyClusterPinned componentsetClusterPinnedr3SoftBody_SetClusterPinnedset_cluster_pinned) pins all of its particles, and its kinematic target (set_cluster_kinematic_targetthe SoftBodyClusterKinematicTarget component, a world-space Transform which also pins the cluster when it is insertedsetClusterKinematicTargetr3SoftBody_SetClusterKinematicTargetset_cluster_kinematic_target) moves them rigidly: each pinned particle is sent where the rest shape of the cluster places it at the target pose, with the matching velocity. The rest of the body is then simulated as usual, and drags behind the controlled region, e.g., the hand of a soft character carrying something:

// Pin every particle of the cluster, then move it along a path: the cluster behaves like a
// kinematic rigid part dragging the rest of the body.
let jelly = &mut world.soft_bodies[jelly_handle];
jelly.set_cluster_pinned(cluster, true);
jelly.set_cluster_kinematic_target(cluster, Pose::from_translation(Vector::new(3.0, 2.5)));
// Release it: the cluster is simulated again.
jelly.set_cluster_pinned(cluster, false);
// Pin every particle of the cluster, then move it along a path: the cluster behaves like a
// kinematic rigid part dragging the rest of the body.
jelly.setClusterPinned(cluster, true);
jelly.setClusterKinematicTarget(cluster, { x: 3.0, y: 2.5 }, 0.0);
// Release it: the cluster is simulated again.
jelly.setClusterPinned(cluster, false);
fn drive_cluster(mut commands: Commands, cluster: Single<Entity, With<PlateCluster>>) {
// Pin every particle of the cluster (the target inserts `SoftBodyClusterPinned`), and move
// it to a world-space pose: the cluster behaves like a kinematic rigid part dragging the
// rest of the body.
commands
.entity(*cluster)
.insert(SoftBodyClusterKinematicTarget(Transform::from_xyz(
3.0, 2.5, 0.0,
)));
}

fn release_cluster(mut commands: Commands, cluster: Single<Entity, With<PlateCluster>>) {
// Release it: the cluster is simulated again.
commands
.entity(*cluster)
.remove::<(SoftBodyClusterKinematicTarget, SoftBodyClusterPinned)>();
}
// Pin every particle of the cluster, then move it along a path: the cluster behaves like a
// kinematic rigid part dragging the rest of the body.
r2SoftBody_SetClusterPinned(jelly_handle, cluster, 1);
r2SoftBody_SetClusterKinematicTarget(jelly_handle, cluster, r2TranslationPose(r2Vector(3.0, 2.5)));
// Release it: the cluster is simulated again.
r2SoftBody_SetClusterPinned(jelly_handle, cluster, 0);
# Pin every particle of the cluster, then move it along a path: the cluster behaves like a
# kinematic rigid part dragging the rest of the body.
jelly = world.soft_bodies[jelly_handle]
jelly.set_cluster_pinned(cluster, True)
jelly.set_cluster_kinematic_target(cluster, rp.Isometry3(translation=(3.0, 2.0, 0.0)))
# Release it: the cluster is simulated again.
jelly.set_cluster_pinned(cluster, False)

Deformable colliders and skinning​

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 SoftBodyBuilder::volumetric_skinnedSoftBody::volumetric_skinnedSoftBodyDesc.volumetricSoftBody.volumetric constructor computes the cage of a closed mesh automatically when its last argument is true when its skinned argument is True, 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:

The r3VolumetricSoftBodyDesc constructor computes the cage of a closed mesh automatically, and the same mesh becomes the skin of the body once it is also given to r3SoftBodyDesc_SetSkin. 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_collisionsetSkinCollisionthe skinCollision field of R3SoftBodyDescSoftBodyBuilder.skin_collision.

// 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<Vector> = (0..num)
.map(|i| {
let angle = i as f32 / num as f32 * std::f32::consts::TAU;
Vector::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 = SoftBodyBuilder::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.
.skin_collision(true)
.translated(Vector::new(0.0, 4.0));
let skinned_handle = world.insert_soft_body(skinned);
// The skin is the body's collision mesh: read its vertices back to render it.
let body = &world.soft_bodies[skinned_handle];
let skin = body.collision_mesh().expect("the skin collides");
let skin_vertices: Vec<Vector> = skin.vertex_positions(body).collect();
assert_eq!(skin_vertices.len(), vertices.len());
// A detailed outline held by a coarse cage of cells (the last `true` argument): only the
// cells are simulated, and the outline (the skin) follows their deformation.
let numSegments = 48;
let circleVertices = new Float32Array(numSegments * 2);
let circleIndices = new Uint32Array(numSegments * 2);
for (let i = 0; i < numSegments; ++i) {
let angle = (i / numSegments) * 2.0 * Math.PI;
circleVertices.set([Math.cos(angle) * 0.5, Math.sin(angle) * 0.5], i * 2);
circleIndices.set([i, (i + 1) % numSegments], i * 2);
}
let skinnedDesc = RAPIER.SoftBodyDesc.volumetric(circleVertices, circleIndices, 0.25, true)
// Collide through the skin instead of the boundary of the cage.
.setSkinCollision(true)
.setTranslation({ x: 0.0, y: 4.0 });
let skinned = world.createSoftBody(skinnedDesc);
// The skin is the body's collision mesh: read its vertices back to render it.
let skinPositions: Float32Array = skinned.meshVertices(0);
console.log("The skin has", skinPositions.length / 2, "vertices");

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))),
));

Note that the mesh arrays are only borrowed by the description until its insertion. The vertices of the skin, as well as the ones of any other mesh of the body, are read back with r3SoftBody_MeshVertices, given the collider of the mesh (r3SoftBody_MeshColliders gives the colliders of the meshes of a body). A skin that doesn't collide has no collider: r3SoftBody_Meshes lists every mesh of the body with its identifier (an R3SoftMeshInfo which is_skinned and collision_enabled fields tell which mesh is which), and r3SoftBody_MeshVerticesById reads the vertices of a mesh from that identifier. Their triangles (segments in 2D) are read the same way, with r3SoftBody_MeshIndices and r3SoftBody_MeshIndicesById:

// A detailed outline held by a coarse cage of cells: only the cells are simulated, and the
// outline (the skin) follows their deformation.
R2Vector vertices[48];
R2Edge indices[48];
for (uint32_t i = 0; i < 48; i++) {
R2Real angle = (R2Real)i / 48 * 2.0 * R2_PI;
vertices[i] = r2Vector(0.5 * cos(angle), 0.5 * sin(angle));
indices[i] = (R2Edge){i, (i + 1) % 48};
}
R2VectorView outline_vertices = {vertices, 48};
R2SurfaceElementView outline_segments = {indices, 48};
// The cage: the outline filled with cells of about 0.25 in size.
R2SoftBodyDesc skinned =
r2VolumetricSoftBodyDesc(outline_vertices, outline_segments, r2NewVolumeMeshParameters(0.25));
// The skin: the outline itself, following the cells holding its vertices.
r2SoftBodyDesc_SetSkin(&skinned, outline_vertices, outline_segments);
// Collide through the skin instead of the boundary of the cage.
skinned.skinCollision = 1;
skinned.translation = r2Vector(0.0, 4.0);
R2SoftBodyHandle skinned_handle = r2InsertSoftBody(world, &skinned);

// The skin is the body's collision mesh: read its vertices back to render it.
R2ColliderHandle skin_collider;
r2SoftBody_MeshColliders(skinned_handle, &skin_collider, 1);
R2Vector skin_vertices[48];
size_t num_skin_vertices = r2SoftBody_MeshVertices(skinned_handle, skin_collider, skin_vertices, 48);

SoftBody.volumetric raises a MeshConversionError if the mesh can't be filled with cells, e.g., because it isn't closed. The vertices of the skin, as well as the ones of any other mesh of the body, are read back from a SoftCollisionMesh: a snapshot of the mesh taken when it is requested, which vertices (in world-space) and indices are NumPy arrays. SoftBody.collision_mesh gives the collision mesh of the body (its skin here), and SoftBody.mesh_of gives the mesh of a collider. A skin that doesn't collide has no collider: SoftBody.meshes lists every mesh of the body (its is_skinned and collision_enabled properties telling which mesh is which), and SoftBody.mesh gives the mesh with the given identifier (a SoftMeshId):

# A detailed mesh held by a coarse cage of cells: only the cells are simulated, and the mesh
# (the skin) follows their deformation.
vertices, indices = rp.Ball(0.5).to_trimesh(24, 24)
# Raises `MeshConversionError` if the mesh isn't closed or doesn't enclose any volume.
skinned = (
rp.SoftBody.volumetric(vertices, indices, 0.25, skinned=True)
# Collide through the skin instead of the boundary of the cage.
.skin_collision(True)
.translated((0.0, 4.0, 3.0))
)
skinned_handle = world.add_soft_body(skinned)
# The skin is the body's collision mesh: read its vertices back to render it.
skin = world.soft_bodies[skinned_handle].collision_mesh()
assert skin is not None and skin.is_skinned
assert skin.vertices.shape == vertices.shape
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::skinSoftBodyDesc.setSkinr3SoftBodyDesc_SetSkinSoftBodyBuilder.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 (ColliderSet::insert_deformablea DeformableCollider component next to the Collider of an entityWorld.createDeformableColliderr3InsertDeformableColliderPhysicsWorld.insert_deformable). 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 the frame of that proxyin the frame of that proxyin the frame of that proxyin the frame of that proxyin 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 (SoftMeshBindingR3SoftMeshBindingDesc):

  • skinnedR3_SOFT_BINDING_SKINNED: each vertex is embedded in the cell of the cluster holding it, i.e., the collider is a skin of the cage.
  • directR3_SOFT_BINDING_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_positiondirectByPositionR3_SOFT_BINDING_DIRECT_BY_POSITIONdirect_by_position) is useful when the mesh is the one the particles were built from.
// A deformable polyline bound to the blob: each vertex follows one particle (`direct`),
// or is embedded in the cell holding it (`skinned`). The polyline is given in the frame
// of the proxy it is attached to.
let root = world.soft_bodies[blob_handle].root_body();
let root_pose = *world.bodies[root].position();
let blob = &world.soft_bodies[blob_handle];
let num = blob.num_particles();
let vertices: Vec<Vector> = blob
.particle_positions()
.map(|p| root_pose.inverse() * p)
.collect();
let indices: Vec<[u32; 2]> = (0..num as u32).map(|i| [i, (i + 1) % num as u32]).collect();
let particles: Vec<u32> = (0..num as u32).collect();
let outline =
ColliderBuilder::polyline_with_flags(vertices, Some(indices), PolylineFlags::DEFORMABLE)
.sensor(true);
let outline_handle = world
.insert_deformable(outline, SoftMeshBinding::direct(particles), root)
.expect("a deformable polyline bound to a cluster proxy");
// The polyline follows the particles: read its current vertices back.
let blob = &world.soft_bodies[blob_handle];
let mesh = blob.mesh_of(outline_handle).unwrap();
let outline_vertices: Vec<Vector> = mesh.vertex_positions(blob).collect();
assert_eq!(outline_vertices.len(), num);
// A deformable polyline bound to the blob: each vertex follows one particle (`direct`),
// or is embedded in the cell holding it (`skinned`). The polyline is given in the frame
// of the proxy it is attached to.
let root = blob.rootBody();
let origin = root.translation();
let num = blob.numParticles();
let vertices = blob.particlePositions();
for (let i = 0; i < num; ++i) {
vertices[i * 2] -= origin.x;
vertices[i * 2 + 1] -= origin.y;
}
let indices = new Uint32Array(num * 2);
let particles = [];
for (let i = 0; i < num; ++i) {
indices[i * 2] = i;
indices[i * 2 + 1] = (i + 1) % num;
particles.push(i);
}
let outlineDesc = RAPIER.ColliderDesc.polyline(vertices, indices, RAPIER.PolylineFlags.DEFORMABLE).setSensor(true);
let outline = world.createDeformableCollider(outlineDesc, RAPIER.SoftMeshBinding.direct(particles), root);
// The polyline follows the particles: read its current vertices back.
let meshIndex = blob.meshOfCollider(outline);
let outlineVertices: Float32Array = blob.meshVertices(meshIndex);
console.log("The outline has", outlineVertices.length / 2, "vertices");

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(())
}

The collider is described by an ordinary R3ColliderDesc which shape is a polyline (2D) or a triangle mesh (3D) flagged with R2_POLYLINE_DEFORMABLE or R3_TRIMESH_DEFORMABLE (see r2ShapeDesc_SetPolyline and r3ShapeDesc_SetTrimesh), and its binding by an R3SoftMeshBindingDesc initialized with r3DefaultSoftMeshBindingDesc:

  • kind selects the binding: R3_SOFT_BINDING_SKINNED (the default), R3_SOFT_BINDING_DIRECT, or R3_SOFT_BINDING_DIRECT_BY_POSITION.
  • particles is the particle followed by each vertex, for a direct binding.
  • epsilon is the distance within which each vertex is bound to the closest particle, for a binding by position.
  • selfContacts makes the mesh collide with itself.

The collider is created by r3InsertDeformableCollider, given the rigid-body handle of the root body (r3SoftBody_RootBody) or of a cluster proxy (r3SoftBody_ClusterProxy) it is attached to. Its other properties (friction, collision groups, events, sensor, etc.) apply as usual. The arrays of the collider and of the binding are only borrowed until the insertion. If the binding fails, the error handler is called and the returned handle is invalid. Then the current vertices of the collider are read with r3SoftBody_MeshVertices:

// A deformable polyline bound to the blob: each vertex follows one particle (direct),
// or is embedded in the cell holding it (skinned). The polyline is given in the frame
// of the proxy it is attached to.
R2RigidBodyHandle root = r2SoftBody_RootBody(blob);
R2Pose root_pose_inverse = r2PoseInverse(r2RigidBody_Position(root));
size_t num = r2SoftBody_NumParticles(blob); // 24 particles.
R2Vector vertices[24];
R2Edge indices[24];
uint32_t particles[24];
r2SoftBody_ParticlePositions(blob, vertices, 24);
for (uint32_t i = 0; i < num; i++) {
vertices[i] = r2PoseTransformPoint(root_pose_inverse, vertices[i]);
indices[i] = (R2Edge){i, (i + 1) % num};
// The vertex `i` follows the particle `i`.
particles[i] = i;
}
R2ColliderDesc outline = r2DefaultColliderDesc();
r2ShapeDesc_SetPolyline(&outline.shape, (R2VectorView){vertices, num}, (R2EdgeView){indices, num},
R2_POLYLINE_DEFORMABLE);
outline.isSensor = 1;
R2SoftMeshBindingDesc binding = r2DefaultSoftMeshBindingDesc();
binding.kind = R2_SOFT_BINDING_DIRECT;
binding.particles = (R2IndexView){particles, num};
R2ColliderHandle outline_handle = r2InsertDeformableCollider(&outline, &binding, root);
// The polyline follows the particles: read its current vertices back.
R2Vector outline_vertices[24];
size_t num_outline_vertices = r2SoftBody_MeshVertices(blob, outline_handle, outline_vertices, 24);

The collider is built by Collider.trimesh with the TriMeshFlags.DEFORMABLE flag, and its binding by one of the static methods of SoftMeshBinding: skinned(), direct(particles), or direct_by_position(eps), the self_contacts method of the binding making the mesh collide with itself. The collider is created by PhysicsWorld.insert_deformable (or by ColliderSet.insert_deformable when the sets are used directly), given the rigid-body handle of the root body (SoftBody.root_body) or of a cluster proxy (SoftBody.cluster_proxy) it is attached to. Its other properties (friction, collision groups, events, sensor, etc.) apply as usual. If the binding fails, a SoftBindingError is raised. Then the current vertices of the collider are read from its SoftCollisionMesh (SoftBody.mesh_of), and the collider tells which soft-body mesh it is with its deformable_mesh_ref property:

# A deformable triangle mesh bound to the jelly: each vertex is embedded in the cell
# holding it (`skinned`), or follows one particle (`direct`). The mesh is given in the
# frame of the proxy it is attached to.
jelly = world.soft_bodies[jelly_handle]
root = jelly.root_body
to_root = world.rigid_bodies[root].position.inverse()
center = jelly.center_of_mass
r = 1.0
offsets = [(r, 0.0, 0.0), (-r, 0.0, 0.0), (0.0, r, 0.0), (0.0, -r, 0.0), (0.0, 0.0, r), (0.0, 0.0, -r)]
vertices = np.array([tuple(to_root.transform_point(center + v)) for v in offsets], dtype=np.float32)
indices = np.array(
[[0, 2, 4], [2, 1, 4], [1, 3, 4], [3, 0, 4], [2, 0, 5], [1, 2, 5], [3, 1, 5], [0, 3, 5]],
dtype=np.uint32,
)
skin = rp.Collider.trimesh(vertices, indices, rp.TriMeshFlags.DEFORMABLE).sensor(True)
# Raises `SoftBindingError` if the mesh can't be bound to the cluster of `root`.
skin_handle = world.insert_deformable(skin, rp.SoftMeshBinding.skinned(), root)
# The mesh follows the particles: read its current vertices back (a NumPy array).
mesh = world.soft_bodies[jelly_handle].mesh_of(skin_handle)
skin_vertices = mesh.vertices
assert skin_vertices.shape == (6, 3)
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.

Plasticity and tearing​

A soft-body can deform permanently in two ways:

  • Plasticity changes the rest shape of the body, without any change of its topology: a metal sheet folding on impact, a piece of clay being modeled, the chassis of a car denting.
  • Tearing changes its topology: pieces of the body physically disconnect from each other, e.g., a piece of fabric torn in two, or a jelly sliced by a blade.

Plasticity and tearing

Both are supported by the constraints solver and by the FEM solver and by the FEM solver and by the FEM solver. Note that with the constraints solver, the quality of the plastic deformations follows the convergence of the solver: more iterations result in more convincing permanent deformations.

Plasticity​

Plasticity is configured by the material of the body, separately for its cells and for its edges:

  • A cell strained past its plastic yield (plastic_yieldplasticYieldplasticYieldplastic_yield) absorbs the strain in excess into its rest shape, at the rate of its plastic creep (plastic_creepplasticCreepplasticCreepplastic_creep, per second), up to a total permanent deformation of its plastic max (plastic_maxplasticMaxplasticMaxplastic_max). This flow preserves the volume of the cell, and an inverted cell never flows. Note that this only applies to the elastic cells (the Corotational and NeoHookeanCorotational and NeoHookeanR3_SOFT_CELL_COROTATIONAL and R3_SOFT_CELL_NEO_HOOKEANSoftBodyCellModel.COROTATIONAL and SoftBodyCellModel.NEO_HOOKEAN models): the VolumeVolumeR3_SOFT_CELL_VOLUMESoftBodyCellModel.VOLUME cells never flow.
  • An edge strained past its edge plastic yield (edge_plastic_yieldedgePlasticYieldedgePlasticYieldedge_plastic_yield compared to |length / rest_length - 1|) sees its rest length flow toward its current length at the rate of its edge plastic creep (edge_plastic_creepedgePlasticCreepedgePlasticCreepedge_plastic_creep), up to a total permanent set of its edge plastic max (edge_plastic_maxedgePlasticMaxedgePlasticMaxedge_plastic_max, as a fraction of its initial length). Its edge plastic flow (edge_plastic_flowedgePlasticFlowedgePlasticFlowedge_plastic_flow, a SoftEdgePlasticFlow) selects whether that happens when it is squeezed, when it is stretched, or both.

A plastic deformation can be undone at any time (SoftBody::reset_plasticityRapierSoftBody::reset_plasticitySoftBody.resetPlasticityr3SoftBody_ResetPlasticitySoftBody.reset_plasticity), the particles springing back elastically from there. Note that the tear thresholds of the edges are always measured on their initial length, not on their plastic one:

// The jelly has elastic (corotational) cells: the plasticity of `Volume` cells has no effect.
let material = world.soft_bodies[jelly_handle].material_mut();
// Cells: the rest shape flows toward the current one past 5% strain, at a rate of 20 per
// second, up to a total permanent deformation of 50%.
material.plastic_yield = 0.05;
material.plastic_creep = 20.0;
material.plastic_max = 0.5;
// Edges: the rest length flows past 10% strain, up to half the initial length, but only
// when squeezed (a dent stays, a stretch springs back).
material.edge_plastic_yield = 0.1;
material.edge_plastic_creep = 10.0;
material.edge_plastic_max = 0.5;
material.edge_plastic_flow = SoftEdgePlasticFlow::Compression;
// Every permanent deformation can be undone at once.
world.soft_bodies[jelly_handle].reset_plasticity();
// The jelly has elastic (corotational) cells: the plasticity of `Volume` cells has no effect.
let plasticMaterial = jelly.material();
// Cells: the rest shape flows toward the current one past 5% strain, at a rate of 20 per
// second, up to a total permanent deformation of 50%.
plasticMaterial.plasticYield = 0.05;
plasticMaterial.plasticCreep = 20.0;
plasticMaterial.plasticMax = 0.5;
// Edges: the rest length flows past 10% strain, up to half the initial length, but only
// when squeezed (a dent stays, a stretch springs back).
plasticMaterial.edgePlasticYield = 0.1;
plasticMaterial.edgePlasticCreep = 10.0;
plasticMaterial.edgePlasticMax = 0.5;
plasticMaterial.edgePlasticFlow = RAPIER.SoftEdgePlasticFlow.Compression;
jelly.setMaterial(plasticMaterial);
// Every permanent deformation can be undone at once.
jelly.resetPlasticity();

The material is modified through the SoftBodyMaterial component of the soft-body entity:

fn configure_plasticity(
mut context: WriteRapierContext,
jelly: Single<(Entity, &mut SoftBodyMaterial), With<Jelly>>,
) -> Result {
// The jelly has elastic (corotational) cells: the plasticity of `Volume` cells has no effect.
let (entity, mut material) = jelly.into_inner();
// Cells: the rest shape flows toward the current one past 5% strain, at a rate of 20 per
// second, up to a total permanent deformation of 50%.
material.plastic_yield = 0.05;
material.plastic_creep = 20.0;
material.plastic_max = 0.5;
// Edges: the rest length flows past 10% strain, up to half the initial length, but only
// when squeezed (a dent stays, a stretch springs back).
material.edge_plastic_yield = 0.1;
material.edge_plastic_creep = 10.0;
material.edge_plastic_max = 0.5;
material.edge_plastic_flow = SoftEdgePlasticFlow::Compression;
// Every permanent deformation can be undone at once.
if let Some(soft_body) = context.single_mut()?.soft_body_mut(entity) {
soft_body.reset_plasticity();
}
Ok(())
}

The material is read with r3SoftBody_Material, which gives back a copy of the material of the body. That copy is modified, then applied with r3SoftBody_SetMaterial:

// The jelly has elastic (corotational) cells: the plasticity of volume cells has no effect.
R2SoftBodyMaterial plastic_material = r2SoftBody_Material(jelly);
// Cells: the rest shape flows toward the current one past 5% strain, at a rate of 20 per
// second, up to a total permanent deformation of 50%.
plastic_material.plasticYield = 0.05;
plastic_material.plasticCreep = 20.0;
plastic_material.plasticMax = 0.5;
// Edges: the rest length flows past 10% strain, up to half the initial length, but only
// when squeezed (a dent stays, a stretch springs back).
plastic_material.edgePlasticYield = 0.1;
plastic_material.edgePlasticCreep = 10.0;
plastic_material.edgePlasticMax = 0.5;
plastic_material.edgePlasticFlow = R2_SOFT_EDGE_PLASTIC_FLOW_COMPRESSION;
r2SoftBody_SetMaterial(jelly, &plastic_material);
// Every permanent deformation can be undone at once.
r2SoftBody_ResetPlasticity(jelly);

The material property of a soft-body is a live view of its material (a SoftBodyMaterial): setting one of its fields changes the body directly. Assigning a whole SoftBodyMaterial to it replaces the material, and its copy method gives a detached copy:

# The jelly has elastic (corotational) cells: the plasticity of `VOLUME` cells has no effect.
jelly = world.soft_bodies[jelly_handle]
# A live view of the material: setting one of its fields changes the body.
material = jelly.material
# Cells: the rest shape flows toward the current one past 5% strain, at a rate of 20 per
# second, up to a total permanent deformation of 50%.
material.plastic_yield = 0.05
material.plastic_creep = 20.0
material.plastic_max = 0.5
# Edges: the rest length flows past 10% strain, up to half the initial length, but only
# when squeezed (a dent stays, a stretch springs back).
material.edge_plastic_yield = 0.1
material.edge_plastic_creep = 10.0
material.edge_plastic_max = 0.5
material.edge_plastic_flow = rp.SoftEdgePlasticFlow.COMPRESSION
# Every permanent deformation can be undone at once.
jelly.reset_plasticity()

Tearing​

Tearing is configured by the material of the body as well. An element tears at the end of the timestep during which its load goes beyond one of the two thresholds of the material:

  • The tear strain (tear_straintearStraintearStraintear_strain) applies to the edges (a fraction of their initial rest length) and to the elastic cells (their largest tensile strain). Note that volume cells never tear.
  • The tear force (tear_forcetearForcetearForcetear_force) applies to the edges only: an edge tears if its force along its direction exceeds it.

The other settings of the material shape how a tear propagates:

  • The tear smoothing (tear_smoothingtearSmoothingtearSmoothingtear_smoothing) is the time constant (in seconds) over which the load of an element is smoothed before being tested, so that a single impact spike doesn't tear.
  • The interior strength (interior_strengthinteriorStrengthinteriorStrengthinterior_strength) makes the undamaged interior elements (without any particle on the surface or on an earlier tear) that many times tougher, so that tears start from the surface or from an existing damage, and run inward.
  • The max tears per step (max_tears_per_stepmaxTearsPerStepmaxTearsPerStepmax_tears_per_step) bounds how many edges may tear during one step, the most loaded going first, which paces the cracks of a taut sheet (an edge loaded past twice its threshold always tears).
  • The min piece (min_pieceminPieceminPiecemin_piece) is the smallest piece (in elements) a tear may split off, any tear leaving a smaller piece waiting until it doesn't.

Individual edges can be made tougher (or weaker, e.g., a perforation line) with their tear resistance, given to the builder (edge_tear_resistancesetEdgeTearResistancethe edgeTearResistance field of R3SoftBodyDescSoftBodyBuilder.edge_tear_resistance) or by cluster:

let material = world.soft_bodies[sheet_handle].material_mut();
// An edge tears past 40% of stretch, or past a force of 50 along its direction.
material.tear_strain = Some(0.4);
material.tear_force = Some(50.0);
// The load is smoothed over 0.1 second, so a single impact spike doesn't tear.
material.tear_smoothing = 0.1;
// Undamaged interior elements are twice as tough: tears start from the surface.
material.interior_strength = 2.0;
// A tear never splits off a piece smaller than 10 elements.
material.min_piece = Some(10);
let tearMaterial = sheet.material();
// An edge tears past 40% of stretch, or past a force of 50 along its direction.
tearMaterial.tearStrain = 0.4;
tearMaterial.tearForce = 50.0;
// The load is smoothed over 0.1 second, so a single impact spike doesn't tear.
tearMaterial.tearSmoothing = 0.1;
// Undamaged interior elements are twice as tough: tears start from the surface.
tearMaterial.interiorStrength = 2.0;
// A tear never splits off a piece smaller than 10 elements.
tearMaterial.minPiece = 10;
sheet.setMaterial(tearMaterial);
fn configure_tearing(mut commands: Commands, sheet: Single<Entity, With<Sheet>>) {
commands
.entity(*sheet)
.insert(SoftBodyMaterial(RapierSoftBodyMaterial {
// An edge tears past 40% of stretch, or past a force of 50 along its direction.
tear_strain: Some(0.4),
tear_force: Some(50.0),
// The load is smoothed over 0.1 second, so a single impact spike doesn't tear.
tear_smoothing: 0.1,
// Undamaged interior elements are twice as tough: tears start from the surface.
interior_strength: 2.0,
// A tear never splits off a piece smaller than 10 elements.
min_piece: Some(10),
..RapierSoftBodyMaterial::uniform(SpringCoefficients::new(30.0, 1.0))
}));
}

The optional thresholds of the material (tearStrain, tearForce, and minPiece) are only used when the enabled field of their R3OptionalReal or R3OptionalU32 is set. The tear resistance of the edges and of the clusters can also be changed after the insertion, with r3SoftBody_SetEdgeTearResistance and r3SoftBody_SetClusterTearResistance:

R2SoftBodyMaterial tear_material = r2SoftBody_Material(sheet);
// An edge tears past 40% of stretch, or past a force of 50 along its direction.
tear_material.tearStrain = (R2OptionalReal){1, 0.4};
tear_material.tearForce = (R2OptionalReal){1, 50.0};
// The load is smoothed over 0.1 second, so a single impact spike doesn't tear.
tear_material.tearSmoothing = 0.1;
// Undamaged interior elements are twice as tough: tears start from the surface.
tear_material.interiorStrength = 2.0;
// A tear never splits off a piece smaller than 10 elements.
tear_material.minPiece = (R2OptionalU32){1, 10};
r2SoftBody_SetMaterial(sheet, &tear_material);

The optional thresholds of the material (tear_strain, tear_force, and min_piece) are disabled when they are set to None. As for the plasticity, they are set through the live view of the material of the soft-body:

material = world.soft_bodies[cloth_handle].material
# An edge tears past 40% of stretch, or past a force of 50 along its direction (`None`
# disables a threshold).
material.tear_strain = 0.4
material.tear_force = 50.0
# The load is smoothed over 0.1 second, so a single impact spike doesn't tear.
material.tear_smoothing = 0.1
# Undamaged interior elements are twice as tough: tears start from the surface.
material.interior_strength = 2.0
# A tear never splits off a piece smaller than 10 elements.
material.min_piece = 10

The tear resistance of the edges is given to the builder as a list of (edge index, resistance) pairs. It can also be changed after the insertion, for the edges and the cells with SoftBody.set_edge_tear_resistance and SoftBody.set_cell_tear_resistance, and for the clusters with SoftBody.set_cluster_tear_resistance:

# A perforation line: these edges tear at half the load of the others (1.0 restores the
# threshold of the material).
perforated = rp.SoftBody.rope((0.0, 6.0, -3.0), (3.0, 6.0, -3.0), 30).edge_tear_resistance(
[(14, 0.5), (15, 0.5)]
)
perforated_handle = world.add_soft_body(perforated)
# The same, after the insertion.
cloth = world.soft_bodies[cloth_handle]
for edge in (30, 31, 32):
cloth.set_edge_tear_resistance(edge, 0.5)
# Every element of the root cluster of the jelly (i.e., of the whole body) is twice as
# tough, and its first cell three times as tough.
jelly = world.soft_bodies[jelly_handle]
jelly.set_cluster_tear_resistance(0, 2.0)
jelly.set_cell_tear_resistance(0, 3.0)

A tear can also be requested explicitly, either edge by edge (SoftBody::tear_edge, tear_cellRapierSoftBody::tear_edge, tear_cellSoftBody.tearEdge, tearCellr3SoftBody_TearEdge, r3SoftBody_TearCellSoftBody.tear_edge, tear_cell), or all at once along a set of edges and through a set of cells (PhysicsWorld::tear_soft_bodyRapierContextMut::tear_soft_bodyWorld.tearSoftBodyr3SoftBody_TearPhysicsWorld.tear_soft_body). Finally, a body can be cut (PhysicsWorld::cut_soft_bodyRapierContextMut::cut_soft_bodyWorld.cutSoftBodyr3CutSoftBodyPhysicsWorld.cut_soft_body) along a blade, i.e., a segment in 2D or a triangle in 3D, which is the most convenient way of slicing a body with the weapon of a player. Note that the cuts ignore the min piece threshold.

Tearing and cutting lose no material: the particles are duplicated along the tear instead of being removed, so the area (2D) or the volume (3D) of the body is preserved. The pieces a tear disconnects become soft-bodies of their own, which keep the material and the settings of the body they come from, the deformable meshes and the joints following the pieces they were attached to. Therefore the particles of the torn body are renumbered, and the returned event tells where each of them went:

// Elements tear on their own past the material's thresholds; a tear can also be requested.
world.soft_bodies[sheet_handle].tear_edge(10); // Applied at the end of the next step.
// Tear at once along edges and through cells; pieces the tear disconnects become soft
// bodies of their own.
let event = world.tear_soft_body(sheet_handle, &[11, 12], &[]);
if let Some(event) = event {
println!("{} edges torn", event.torn_edges.len());
}
// Cut along a blade (a segment in 2D), without removing material.
let blade = [Vector::new(-3.0, -10.0), Vector::new(-3.0, 10.0)];
if let Some(event) = world.cut_soft_body(sheet_handle, &blade) {
for piece in &event.pieces {
println!(
"piece {:?} has {} particles",
piece.soft_body,
piece.particles.len()
);
}
// Where a particle of the torn body went.
if let Some((body, index)) = event.particle_destination(n as u32 * n as u32 - 1) {
println!(
"particle {} is now particle {} of {:?}",
n * n - 1,
index,
body
);
}
}
// Elements tear on their own past the material's thresholds; a tear can also be requested.
sheet.tearEdge(10); // Applied at the end of the next step.
// Tear at once along edges and through cells; pieces the tear disconnects become soft
// bodies of their own.
let tear = world.tearSoftBody(sheet, [11, 12], []);
if (tear) {
console.log(tear.tornEdges().length / 2, "edges torn");
tear.free();
}
// Cut along a blade (a segment in 2D), without removing material.
let cut = world.cutSoftBody(sheet, [{ x: -3.0, y: -10.0 }, { x: -3.0, y: 10.0 }]);
if (cut) {
for (let i = 0; i < cut.numPieces(); ++i) {
let piece = world.getSoftBody(cut.pieceSoftBody(i));
console.log("piece", i, "has", piece.numParticles(), "particles");
}
// Where a particle of the torn body went.
let destination = cut.particleDestination(n * n - 1);
if (destination) {
console.log("particle", n * n - 1, "is now particle", destination.particle, "of", destination.softBody);
}
cut.free();
}

The largest piece keeps the torn soft-body and its entity, whereas a new entity is spawned for each other piece. That entity receives a clone of the components of the torn entity (its material, its mesh synchronization, its render components, your own components, etc.) during the next writeback of the physics state, except for the components referring to the particles by index (SoftBodyPinnedParticles, SoftBodyKinematicTargets, SoftBodyAttachments, SoftBodyExternalForce, and SoftBodyExternalImpulse): these are remapped to the renumbered particles, the entries of the particles moved to a piece being moved to the entity of that piece. The particles pinned by the builder of the SoftBody component (restored when the SoftBodyPinnedParticles component is removed) are remapped the same way. Similarly, the cluster entities follow the pieces holding their particles, and a new cluster entity is spawned for each piece of a split cluster that is given a proxy of its own. That entity inherits the SoftBodyClusterPinned, SoftBodyClusterKinematicTarget (shifted so that the particles keep their targets), SoftBodyClusterShapeMatching, and SoftBodyClusterMaterial components of the entity of the split cluster.

The pieces of the tears generated by the simulation get their entities during the writeback of the physics state, whereas tear_soft_body and cut_soft_body spawn the entities of the pieces right away with the Commands they are given. These are returned in a SoftBodyTearResult (the first piece being the torn entity itself), next to the event of Rapier (its raw field) which identifies the pieces by their handle. Note however that these entities only receive their components during the next writeback, when the SoftBodyTearEvent message described in the next section is sent (and the entities of the split clusters are only spawned then):

fn tear_sheet(
mut commands: Commands,
mut context: WriteRapierContext,
sheet: Single<Entity, With<Sheet>>,
) -> Result {
let mut context = context.single_mut()?;
// Elements tear on their own past the material's thresholds; a tear can also be requested.
if let Some(soft_body) = context.soft_body_mut(*sheet) {
soft_body.tear_edge(10); // Applied at the end of the next step.
}
// Tear at once along edges and through cells. The pieces the tear disconnects become soft
// bodies of their own, which entities are spawned right away with `commands`.
if let Some(tear) = context.tear_soft_body(&mut commands, *sheet, &[11, 12], &[]) {
println!("{} edges torn", tear.raw.torn_edges.len());
}
// Cut along a blade (a world-space segment in 2D), without removing material.
let blade = [Vec2::new(-3.0, -10.0), Vec2::new(-3.0, 10.0)];
if let Some(tear) = context.cut_soft_body(&mut commands, *sheet, &blade) {
// The entities of the pieces (the first one being the torn entity) are known right away,
// but they only get their components during the next writeback of the physics state.
for (entity, piece) in tear.pieces.iter().zip(&tear.raw.pieces) {
println!("piece {entity} has {} particles", piece.particles.len());
}
}
Ok(())
}

The event returned by r3SoftBody_Tear and r3CutSoftBody is an owned R3SoftBodyTearEvent, to be freed with r3FreeSoftBodyTearEvent, or NULL if the tear or the cut changed nothing. It is read with the following functions:

  • r3SoftBodyTearEvent_SoftBody gives the torn soft-body, and r3SoftBodyTearEvent_Bodies the soft-bodies it is now made of: the torn body alone if nothing was split off, or its pieces otherwise, the piece keeping the handle of the torn body first (r3SoftBodyTearEvent_PieceCount gives their number). The particles of the i-th of them (i.e., their indices in the torn body) are given by r3SoftBodyTearEvent_PieceParticles.
  • r3SoftBodyTearEvent_TryParticleDestination tells in which soft-body a particle of the torn body is now, and what its index is there (r3SoftBodyTearEvent_ParticleDestination does the same, but reports the particles without any destination as an R3_NOT_FOUND error).
  • r3SoftBodyTearEvent_TornEdges, r3SoftBodyTearEvent_TornCells, r3SoftBodyTearEvent_RemovedEdges, r3SoftBodyTearEvent_SplitParticles, and r3SoftBodyTearEvent_InsertedParticles give the details of the change of topology, as flat arrays of particle indices.
  • r3SoftBodyTearEvent_Clusters and r3SoftBodyTearEvent_MovedJoints give the clusters the tear split, and the joints it moved from a cluster proxy to another.

The arrays are copied with the usual output-buffer protocol: each function returns the number of elements, and copies them into the given buffer only if its capacity is large enough (a NULL buffer with a capacity of zero gives that number first). Finally, r3SoftBody_TopologyVersion changes whenever the connectivity of the particles of a body changes, which is a convenient way of knowing when the render meshes must be rebuilt:

// Elements tear on their own past the material's thresholds; a tear can also be requested.
r2SoftBody_TearEdge(sheet, 10); // Applied at the end of the next step.
// Tear at once along edges and through cells; pieces the tear disconnects become soft
// bodies of their own. The event is NULL if nothing changed.
uint32_t torn_edges[] = {11, 12};
R2SoftBodyTearEvent *tear = r2SoftBody_Tear(sheet, torn_edges, 2, NULL, 0);
if (tear != NULL) {
printf("%zu edges torn\n", r2SoftBodyTearEvent_TornEdges(tear, NULL, 0) / 2);
r2FreeSoftBodyTearEvent(tear);
}
// Cut along a blade (a segment in 2D), without removing material.
R2Vector blade[2] = {{-3.0, -10.0}, {-3.0, 10.0}};
R2SoftBodyTearEvent *cut = r2CutSoftBody(sheet, blade);
if (cut != NULL) {
// The soft-bodies the sheet is now made of, the one keeping its handle first.
size_t num_pieces = r2SoftBodyTearEvent_PieceCount(cut);
R2SoftBodyHandle *pieces = malloc(num_pieces * sizeof(R2SoftBodyHandle));
r2SoftBodyTearEvent_Bodies(cut, pieces, num_pieces);
for (size_t i = 0; i < num_pieces; i++) {
size_t num_piece_particles = r2SoftBodyTearEvent_PieceParticles(cut, i, NULL, 0);
printf("piece %u has %zu particles\n", pieces[i].index, num_piece_particles);
}
free(pieces);
// Where a particle of the torn body went.
R2OptionalParticleDestination destination = r2SoftBodyTearEvent_TryParticleDestination(cut, n * n - 1);
if (destination.found) {
printf("particle %u is now particle %u of %u\n", n * n - 1, destination.index,
destination.body.index);
}
r2FreeSoftBodyTearEvent(cut);
}

PhysicsWorld.tear_soft_body and PhysicsWorld.cut_soft_body (or SoftBodySet.tear and SoftBodySet.cut when the sets are used directly) return a SoftBodyTearEvent, or None if the tear or the cut changed nothing:

  • soft_body is the torn soft-body, and bodies() the soft-bodies it is now made of: the torn body alone if nothing was split off, or its pieces otherwise. The pieces property lists these pieces (empty if nothing was split off), the piece keeping the handle of the torn body first, each SoftBodyPiece giving its soft_body and its particles (i.e., their indices in the torn body).
  • particle_destination(i) tells in which soft-body a particle of the torn body is now, and what its index is there, as a (handle, index) tuple (or None if the particle has no destination).
  • torn_edges, torn_cells, and removed_edges give the particles of the elements involved in the change of topology as NumPy arrays. split_particles gives the particles the tear duplicated, as (copy, source) pairs, and inserted_particles the particles it inserted.
  • clusters and moved_joints give the clusters the tear split, and the joints it moved from a cluster proxy to another.

A soft-body split off by a tear remembers the body it comes from (SoftBody.origin), and the torn body lists the ones split off it (SoftBody.pieces). Finally, SoftBody.topology_version changes whenever the connectivity of the particles of a body changes, which is a convenient way of knowing when the render meshes must be rebuilt:

# Elements tear on their own past the material's thresholds; a tear can also be requested.
world.soft_bodies[cloth_handle].tear_edge(10) # Applied at the end of the next step.
# Tear at once along edges and through cells; pieces the tear disconnects become soft
# bodies of their own.
event = world.tear_soft_body(cloth_handle, [11, 12], [])
if event is not None:
print(f"{len(event.torn_edges)} edges torn")
# Cut along a blade (a triangle), without removing material.
blade = ((-0.1, -10.0, -10.0), (-0.1, 10.0, 0.0), (-0.1, -10.0, 10.0))
event = world.cut_soft_body(cloth_handle, blade)
if event is not None:
for piece in event.pieces:
print(f"piece {piece.soft_body} has {len(piece.particles)} particles")
# Where a particle of the torn body went.
destination = event.particle_destination(n * n - 1)
if destination is not None:
body, index = destination
print(f"particle {n * n - 1} is now particle {index} of {body}")
# The connectivity of the cloth changed: its render mesh must be rebuilt.
assert world.soft_bodies[cloth_handle].topology_version > 0
note

Tearing one edge with SoftBody::tear_edgeRapierSoftBody::tear_edgeSoftBody.tearEdger3SoftBody_TearEdgeSoftBody.tear_edge only marks it: the tear is applied at the end of the next step, together with the tears the simulation generates itself. The methods of the PhysicsWorldRapierContextMutWorldworld (r3SoftBody_Tear and r3CutSoftBody)PhysicsWorld tear and cut immediately, which is why they are the ones giving back an event.

warning

Volume cells never tear. Therefore a body which cells use the VolumeVolumeR3_SOFT_CELL_VOLUMESoftBodyCellModel.VOLUME model will only tear along its edges, and a material with a tear strain should be combined with the Corotational or the NeoHookeanCorotational or the NeoHookeanR3_SOFT_CELL_COROTATIONAL or the R3_SOFT_CELL_NEO_HOOKEANSoftBodyCellModel.COROTATIONAL or the SoftBodyCellModel.NEO_HOOKEAN cell model if you expect it to be torn apart.

Tear events​

The tears applied during a step, whether they were generated by the simulation itself or requested with SoftBody::tear_edgeRapierSoftBody::tear_edge (as well as the ones applied by RapierContextMut::tear_soft_body and cut_soft_body)SoftBody.tearEdger3SoftBody_TearEdgeSoftBody.tear_edge, are reported the same way as the collision events: by giving an event handler (EventHandler::handle_soft_body_tear_event) to the step: by giving an event queue (EventQueue.drainSoftBodyTearEvents) to the step, i.e., as messages: by giving an event collector (R3EventCollector) to r3Step: by the event handler of the world (PhysicsWorld.event_handler). Each event (a SoftBodyTearEventa SoftBodyTearEvent, read with a MessageReadera SoftBodyTearEventan R3SoftBodyTearEventa SoftBodyTearEvent) identifies the soft-body that tore and gives the pieces it was split into, so the rendering of the scene can be updated accordingly:

// Tears applied during a step are reported through the event handler.
let (collision_send, _collision_recv) = std::sync::mpsc::channel();
let (contact_force_send, _contact_force_recv) = std::sync::mpsc::channel();
let (soft_body_tear_send, soft_body_tear_recv) = std::sync::mpsc::channel();
let event_handler =
ChannelEventCollector::new(collision_send, contact_force_send, soft_body_tear_send);
world.step_with_events(&(), &event_handler);
while let Ok(tear_event) = soft_body_tear_recv.try_recv() {
println!("Soft body {:?} tore", tear_event.soft_body);
}
// Tears applied during a step are reported through the event queue.
let eventQueue = new RAPIER.EventQueue(true);
world.step(eventQueue);
eventQueue.drainSoftBodyTearEvents((event) => {
console.log("Soft body", event.softBody(), "tore:", event.numPieces(), "pieces split off");
});

The SoftBodyTearEvent message gives the entities of the torn soft-body and of its pieces (the first piece being the torn entity itself, the other ones being the entities already returned by tear_soft_body and cut_soft_body for the tears they applied), the pieces of the clusters the tear split (cluster_splits), and the joints it moved from a cluster proxy to another (moved_joints). Its raw field is the event of Rapier, with every detail of the topology change in terms of handles and particle indices:

fn read_tear_events(context: ReadRapierContext, mut tears: MessageReader<SoftBodyTearEvent>) {
let Ok(context) = context.single() else {
return;
};
for tear in tears.read() {
// The first piece is the torn entity itself, the others are the entities spawned for
// the soft-bodies split off it.
for piece in &tear.pieces {
println!(
"Soft body {} tore: piece {} has {} particles",
tear.soft_body,
piece.soft_body,
piece.particles.len()
);
}
// Where a particle of the torn body went.
if let Some((handle, index)) = tear.raw.particle_destination(399) {
let entity = context.soft_body_entity(handle);
println!("particle 399 is now particle {index} of {entity:?}");
}
}
}

The collector keeps the events of every step it is given to, until it is emptied with r3EventCollector_Clear. The tear events are counted by r3EventCollector_TearEventCount, and r3EventCollector_TearEvent returns an owned copy of one of them, to be freed with r3FreeSoftBodyTearEvent. This is the same R3SoftBodyTearEvent as the one returned by r3SoftBody_Tear and r3CutSoftBody, so all the accessors described in the previous section apply to it as well:

// Tears applied during a step are reported through the event collector.
R2EventCollector *events = r2NewEventCollector();
r2Step(world, NULL, events);
size_t num_tear_events = r2EventCollector_TearEventCount(events);
for (size_t i = 0; i < num_tear_events; i++) {
// An owned copy of the event.
R2SoftBodyTearEvent *tear_event = r2EventCollector_TearEvent(events, i);
R2SoftBodyHandle torn = r2SoftBodyTearEvent_SoftBody(tear_event);
printf("Soft body %u tore\n", torn.index);
r2FreeSoftBodyTearEvent(tear_event);
}
// The collector keeps its events until it is cleared.
r2EventCollector_Clear(events);

A ChannelEventCollector keeps the tear events of every step until they are drained with its drain_soft_body_tear_events method. Any other object following the EventHandler protocol can be used as the event handler as well (the methods it doesn't need can be omitted): its handle_soft_body_tear_event(soft_bodies, event) method is called at the end of the step for every soft-body that tore, soft_bodies being the SoftBodySet of the world. The soft-bodies can be read during that call, but not modified. This is the same SoftBodyTearEvent as the one returned by PhysicsWorld.tear_soft_body and PhysicsWorld.cut_soft_body, so everything described in the previous section applies to it as well:

# Tears applied during a step are reported to the event handler of the world.
collector = rp.ChannelEventCollector()
world.event_handler = collector
world.step()
for tear_event in collector.drain_soft_body_tear_events():
print(f"Soft body {tear_event.soft_body} tore")

Forces and impulses​

Forces and impulses can be applied to a soft-body as a whole (add_force, apply_impulseSoftBodyExternalForce::force, SoftBodyExternalImpulse::velocity_changeaddForce, applyImpulser3SoftBody_AddForce, r3SoftBody_ApplyImpulseadd_force, apply_impulse), or to one particular particle (add_particle_force, apply_particle_impulseSoftBodyExternalForce::particle_forces, SoftBodyExternalImpulse::particle_impulsesaddParticleForce, applyParticleImpulser3SoftBody_AddParticleForce, r3SoftBody_ApplyParticleImpulseadd_particle_force, apply_particle_impulse). A force added to the whole body is added to each of its free particles and is persistent, i.e., it keeps being applied at each step until the forces are reset (reset_forcesi.e., until the SoftBodyExternalForce component changes or is removedresetForcesr3SoftBody_ResetForcesreset_forces), exactly like the forces of a rigid-body. An impulse applied to the whole body is a velocity change applied to each of its free particles, so the body is kicked as a whole without being deformed. Note that the pinned particles ignore both.

Two additional methods are provided for the effects which magnitude depends on the distance to a point: an impulse applied within a radius (apply_impulse_at_pointapplyImpulseAtPointr3SoftBody_ApplyImpulseAtPointapply_impulse_at_point), and a radial blast pushing the particles away from its center (apply_radial_impulseapplyRadialImpulser3SoftBody_ApplyRadialImpulseapply_radial_impulse). In both cases the impulse is scaled linearly down to zero at the given radius. Like for the rigid-bodies, the last boolean argumentthe wake_up argument (True by default) of all these methods ensures the soft-body is awake before the force or the impulse is applied:

let soft_body = &mut world.soft_bodies[sheet_handle];
// The `true` argument makes sure the soft body is awake.
soft_body.reset_forces(true); // Reset the forces to zero.
soft_body.add_force(Vector::new(0.0, 1.0), true); // Spread over the particles by mass.
soft_body.add_particle_force(3, Vector::new(0.0, 1.0), true);
soft_body.apply_impulse(Vector::new(0.0, 0.1), true);
soft_body.apply_particle_impulse(3, Vector::new(0.0, 0.1), true);
// An impulse on the particles within 0.5 of a point, scaled down with the distance.
soft_body.apply_impulse_at_point(Vector::new(0.0, 0.1), Vector::new(-3.0, 3.0), 0.5, true);
// A blast pushing the particles away from a center.
soft_body.apply_radial_impulse(Vector::new(-3.0, 3.0), 0.1, 1.0, true);
// The `true` argument makes sure the soft body is awake.
sheet.resetForces(true); // Reset the forces to zero.
sheet.addForce({ x: 0.0, y: 1.0 }, true); // Spread over the particles by mass.
sheet.addParticleForce(3, { x: 0.0, y: 1.0 }, true);
sheet.applyImpulse({ x: 0.0, y: 0.1 }, true);
sheet.applyParticleImpulse(3, { x: 0.0, y: 0.1 }, true);
// An impulse on the particles within 0.5 of a point, scaled down with the distance.
sheet.applyImpulseAtPoint({ x: 0.0, y: 0.1 }, { x: -3.0, y: 3.0 }, 0.5, true);
// A blast pushing the particles away from a center.
sheet.applyRadialImpulse({ x: -3.0, y: 3.0 }, 0.1, 1.0, true);

The SoftBodyExternalForce and SoftBodyExternalImpulse components wake the soft-body up automatically, and the impulses of the SoftBodyExternalImpulse component are reset to zero once they are applied. The impulses depending on the distance to a point are applied to the Rapier soft-body of the entity directly:

fn apply_forces(
mut commands: Commands,
mut context: WriteRapierContext,
sheet: Single<Entity, With<Sheet>>,
) -> Result {
commands.entity(*sheet).insert((
// Persistent forces: applied at each step until the component changes or is removed.
SoftBodyExternalForce {
force: Vec2::new(0.0, 1.0),
particle_forces: vec![(3, Vec2::new(0.0, 1.0))],
},
// One-time impulses: applied (and reset to zero) at the next step.
SoftBodyExternalImpulse {
velocity_change: Vec2::new(0.0, 0.1),
particle_impulses: vec![(3, Vec2::new(0.0, 0.1))],
},
));

// The other impulses are applied to the Rapier soft-body directly. The `true` argument
// makes sure the soft-body is awake.
let mut context = context.single_mut()?;
if let Some(soft_body) = context.soft_body_mut(*sheet) {
// An impulse on the particles within 0.5 of a point, scaled down with the distance.
soft_body.apply_impulse_at_point(Vec2::new(0.0, 0.1), Vec2::new(-3.0, 3.0), 0.5, true);
// A blast pushing the particles away from a center.
soft_body.apply_radial_impulse(Vec2::new(-3.0, 3.0), 0.1, 1.0, true);
}
Ok(())
}
// The last argument set to 1 makes sure the soft-body is awake.
r2SoftBody_ResetForces(sheet, 1); // Reset the forces to zero.
r2SoftBody_AddForce(sheet, r2Vector(0.0, 1.0), 1); // Added to the force of each particle.
r2SoftBody_AddParticleForce(sheet, 3, r2Vector(0.0, 1.0), 1);
r2SoftBody_ApplyImpulse(sheet, r2Vector(0.0, 0.1), 1);
r2SoftBody_ApplyParticleImpulse(sheet, 3, r2Vector(0.0, 0.1), 1);
// An impulse on the particles within 0.5 of a point, scaled down with the distance.
r2SoftBody_ApplyImpulseAtPoint(sheet, r2Vector(0.0, 0.1), r2Vector(-3.0, 3.0), 0.5, 1);
// A blast pushing the particles away from a center.
r2SoftBody_ApplyRadialImpulse(sheet, r2Vector(-3.0, 3.0), 0.1, 1.0, 1);
soft_body = world.soft_bodies[cloth_handle]
# The soft-body is woken up, unless `wake_up=False` is given.
soft_body.reset_forces() # Reset the forces to zero.
soft_body.add_force((0.0, 1.0, 0.0)) # Spread over the particles by mass.
soft_body.add_particle_force(3, (0.0, 1.0, 0.0))
soft_body.apply_impulse((0.0, 0.1, 0.0))
soft_body.apply_particle_impulse(3, (0.0, 0.1, 0.0))
# An impulse on the particles within 0.5 of a point, scaled down with the distance.
soft_body.apply_impulse_at_point((0.0, 0.1, 0.0), (0.0, 2.0, 0.0), 0.5)
# A blast pushing the particles away from a center.
soft_body.apply_radial_impulse((0.0, 2.0, 0.0), 0.1, 1.0)

Global settings​

A few settings are shared by every soft-body of the world. They are part of the integration parameters (the integration_parameters.soft_bodies field of the RapierContextSimulation component) (the softBodies field of R3IntegrationParameters) (the soft_bodies property of IntegrationParameters, a SoftBodiesSettings), so they can be changed between two steps:

  • The re-sweep strain (resweep_strainsoftBodiesResweepStrainr3SoftBodiesSetResweepStrainresweep_strain) is the strain beyond which a constraint is solved once more after the contacts of every substep. This is what keeps a light body buried under heavier ones from being torn apart by them.
  • The maximum number of extra substeps (max_extra_substepssoftBodiesMaxExtraSubstepsr3SoftBodiesSetMaxExtraSubstepsmax_extra_substeps) is the number of substeps a soft-body is allowed to ask for while it is hit fast. Those substeps bound the motion of its particles, and the motion of the rigid-bodies approaching them, by about one particle radius per substep. Giving zero disables them.
  • The contact stiffening (contact_stiffeningsoftBodiesContactStiffeningr3SoftBodiesSetContactStiffeningcontact_stiffening) multiplies the natural frequencies of the contacts involving a soft-body. Those contacts run stiffer than the rigid ones because the mass behind one contact is the mass of a few particles, and not the mass of the whole body.

In addition, the detection of the penetrations and of the tangles, as well as the way the bodies recover from them, are configured by the recovery settings (recovery, a SoftRecoverySettingssoftBodiesRecovery, a SoftRecoverySettingsrecovery, an R3SoftRecoverySettingsrecovery, a SoftRecoverySettings), where every mechanism can be switched off individually (see the contacts section for the ones to look at first). The tuning of the linear solves of the FEM solver lives there as well (fem, a SoftFemParametersthe softBodiesFem* parametersfem, an R3SoftFemParametersfem, a SoftFemParameters):

// Settings shared by every soft body of the world.
let settings = &mut world.integration_parameters.soft_bodies;
// Strain beyond which a constraint is re-solved after the contacts of every substep.
// Default: 0.75
settings.resweep_strain = 0.75;
// Extra substeps a soft body requests while it is hit fast; 0 disables them.
// Default: 4
settings.max_extra_substeps = 4;
// Stiffening of the soft-body contacts relative to the rigid ones.
// Default: 4.0
settings.contact_stiffening = 4.0;
// The tangle detection and recovery stack can be switched off mechanism by mechanism.
settings.recovery.crossing_repulsion = true;

Those settings are plain fields of the integration parameters of the world. Note that softBodiesRecovery gives back a copy of the recovery settings, which is assigned back to the integration parameters to apply it:

// Settings shared by every soft body of the world.
// Strain beyond which a constraint is re-solved after the contacts of every substep.
// Default: 0.75
world.integrationParameters.softBodiesResweepStrain = 0.75;
// Extra substeps a soft body requests while it is hit fast; 0 disables them.
// Default: 4
world.integrationParameters.softBodiesMaxExtraSubsteps = 4;
// Stiffening of the soft-body contacts relative to the rigid ones.
// Default: 4.0
world.integrationParameters.softBodiesContactStiffening = 4.0;
// The tangle detection and recovery stack can be switched off mechanism by mechanism; the
// getter gives back a copy, so the settings are assigned back after being changed.
let recovery = world.integrationParameters.softBodiesRecovery;
recovery.crossingRepulsion = true;
world.integrationParameters.softBodiesRecovery = recovery;
fn configure_soft_bodies(
mut simulation: Single<&mut RapierContextSimulation, With<DefaultRapierContext>>,
) {
// Settings shared by every soft-body of the physics context.
let settings = &mut simulation.integration_parameters.soft_bodies;
// Strain beyond which a constraint is re-solved after the contacts of every substep.
// Default: 0.75
settings.resweep_strain = 0.75;
// Extra substeps a soft-body requests while it is hit fast; 0 disables them.
// Default: 4
settings.max_extra_substeps = 4;
// Stiffening of the soft-body contacts relative to the rigid ones.
// Default: 4.0
settings.contact_stiffening = 4.0;
// The tangle detection and recovery stack can be switched off mechanism by mechanism.
settings.recovery.crossing_repulsion = true;
}

Each of these settings has its own getter and setter, named after its field: e.g., r3SoftBodiesResweepStrain and r3SoftBodiesSetResweepStrain, r3RecoveryCrossingRepulsion and r3RecoverySetCrossingRepulsion, or r3FemLinearTolerance and r3FemSetLinearTolerance. All of them can also be read at once with r3IntegrationParameters, which returns a copy of the integration parameters of the world: that copy is modified, then written back with r3SetIntegrationParameters. Note that the fem field, as well as the r3Fem* functions, only exist when the library is built with the fem feature:

// Settings shared by every soft-body of the world.
// Strain beyond which a constraint is re-solved after the contacts of every substep.
// Default: 0.75
r2SoftBodiesSetResweepStrain(world, 0.75);
// Extra substeps a soft-body requests while it is hit fast; 0 disables them.
// Default: 4
r2SoftBodiesSetMaxExtraSubsteps(world, 4);
// Stiffening of the soft-body contacts relative to the rigid ones.
// Default: 4.0
r2SoftBodiesSetContactStiffening(world, 4.0);
// The tangle detection and recovery stack can be switched off mechanism by mechanism.
r2RecoverySetCrossingRepulsion(world, 1);
// The settings can also be read all at once (as a copy), modified, and written back.
R2IntegrationParameters params = r2IntegrationParameters(world);
params.softBodies.recovery.selfStandDown = 1;
r2SetIntegrationParameters(world, &params);

The soft_bodies property of the integration parameters of the world is a live view of the settings, and so are its recovery and fem properties: setting one of their fields changes the world directly. Assigning a whole SoftBodiesSettings replaces them all, and their copy method gives a detached copy, e.g., to keep them aside before an experiment:

# Settings shared by every soft body of the world (a live view of the integration parameters).
settings = world.integration_parameters.soft_bodies
# Strain beyond which a constraint is re-solved after the contacts of every substep.
# Default: 0.75
settings.resweep_strain = 0.75
# Extra substeps a soft body requests while it is hit fast; 0 disables them.
# Default: 4
settings.max_extra_substeps = 4
# Stiffening of the soft-body contacts relative to the rigid ones.
# Default: 4.0
settings.contact_stiffening = 4.0
# The tangle detection and recovery stack can be switched off mechanism by mechanism.
settings.recovery.crossing_repulsion = True

Removal​

Removing a soft-body (PhysicsWorld::remove_soft_bodyi.e., despawning its entity, or removing its SoftBody componentWorld.removeSoftBodyr3RemoveSoftBodyPhysicsWorld.remove_soft_body) removes everything the engine created for it: its root body, the proxies of its clusters, the colliders of its surface and of its deformable meshes, as well as the joints attached to any of them. One cluster can also be removed on its own (PhysicsWorld::remove_soft_body_clusterby despawning its entity, or removing its SoftBodyCluster componentWorld.removeSoftBodyClusterr3SoftBody_RemoveClusterPhysicsWorld.remove_soft_body_cluster):

// Removing a soft body removes its root body, its proxies, its colliders and the joints
// attached to them.
world.remove_soft_body(rope_handle);
// A cluster can be removed on its own.
world.remove_soft_body_cluster(jelly_handle, cluster);
// Removing a soft body removes its root body, its proxies, its colliders and the joints
// attached to them.
world.removeSoftBody(rope);
// A cluster can be removed on its own.
world.removeSoftBodyCluster(jelly, cluster);
fn remove_soft_bodies(
mut commands: Commands,
rope: Single<Entity, With<Rope>>,
cluster: Single<Entity, With<PlateCluster>>,
) {
// Despawning a soft-body entity (or removing its `SoftBody` component) removes its root
// body, its proxies, its colliders and the joints attached to them.
commands.entity(*rope).despawn();
// Despawning a cluster entity (or removing its `SoftBodyCluster` component) removes the
// cluster.
commands.entity(*cluster).despawn();
}
// Removing a soft-body removes its root body, its proxies, its colliders and the joints
// attached to them.
r2RemoveSoftBody(rope_handle);
// A cluster can be removed on its own.
r2SoftBody_RemoveCluster(jelly_handle, cluster);
# Removing a soft body removes its root body, its proxies, its colliders and the joints
# attached to them.
world.remove_soft_body(rope_handle)
# A cluster can be removed on its own.
world.remove_soft_body_cluster(jelly_handle, cluster)
warning

Removing a cluster also removes the particles that only this cluster covered, with their elements and their attachments. Therefore removing the last cluster of a soft-body removes the soft-body itself. Note that removing the proxy of a cluster from the rigid-body setwith r3RemoveRigidBody (with PhysicsWorld.remove_body, or with RigidBodySet.remove given the soft-body set as its soft_bodies argument, without which it raises a ValueError) is equivalent to removing the cluster.