From 0ef2a3e4325d00d3be19dd0ec07735cb95eb3f19 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?F=C3=A9lix=20Lescaudey=20de=20Maneville?= Date: Sat, 2 Dec 2023 13:55:46 +0100 Subject: [PATCH] V0.7.0 --- CHANGELOG.md | 2 ++ Cargo.toml | 2 +- README.md | 90 +++++++++++++++++++++++++++------------------------- src/lib.rs | 64 +++++++++++++++++++------------------ 4 files changed, 84 insertions(+), 74 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index dad997c..2922d7e 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -2,6 +2,8 @@ ## [Unreleased] +## 0.7.0 + * Bump `bevy` to `0.12.x` * Bump `bevy_rapier3d` to `0.23.x` * Bump `bevy_inspector_egui` to `0.21.x` diff --git a/Cargo.toml b/Cargo.toml index bc26f05..419836f 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -1,6 +1,6 @@ [package] name = "bevy_silk" -version = "0.6.0" +version = "0.7.0" edition = "2021" authors = ["Felix de Maneville "] repository = "https://github.com/ManevilleF/bevy_silk" diff --git a/README.md b/README.md index 14806f9..5a6180b 100644 --- a/README.md +++ b/README.md @@ -1,3 +1,5 @@ +# Bevy Silk + [![workflow](https://github.com/ManevilleF/bevy_silk/actions/workflows/rust.yml/badge.svg)](https://github.com/ManevilleF/bevy_silk/actions/workflows/rust.yml) [![MIT licensed](https://img.shields.io/badge/license-MIT-blue.svg)](./LICENSE) [![unsafe forbidden](https://img.shields.io/badge/unsafe-forbidden-success.svg)](https://github.com/rust-secure-code/safety-dance/) @@ -7,19 +9,15 @@ -# Bevy Silk - CPU driven Cloth engine for Bevy using Verlet integration. -by [Félix Lescaudey de Maneville](https://linktree.com/ManevilleF) - ## Get started ### Dependency Add `bevy_silk` as a dependency in the `Cargo.toml` -`bevy_silk = "0.6"` +`bevy_silk = "0.7"` Or follow the main git branch @@ -35,6 +33,7 @@ Or follow the main git branch | 0.4.0 | 0.9 | | 0.5.0 | 0.10 | | 0.6.0 | 0.11 | +| 0.7.0 | 0.12 | ### Plugin @@ -127,16 +126,20 @@ fn spawn(mut commands: Commands) { )) .id(); let anchor_to_a = VertexAnchor { - custom_target: Some(entity_a), // The anchor will pin the vertices to `entity_a` - custom_offset: Some(Vec3::new(1.0, 1.2, 0.0)), // Specify an extra offset from the target's `GlobalTransform` + // The anchor will pin the vertices to `entity_a` + custom_target: Some(entity_a), + // Specify an extra offset from the target's `GlobalTransform` + custom_offset: Some(Vec3::new(1.0, 1.2, 0.0)), ..Default::default() }; let anchor_to_self = VertexAnchor { - custom_target: None, // The anchor will pin the cloth entity - custom_offset: Some(Vec3::new(-1.0, 0.0, -0.1)), // Specify an extra offset from the target's `GlobalTransform` + // The anchor will pin the cloth entity + custom_target: None, + // Specify an extra offset from the target's `GlobalTransform` + custom_offset: Some(Vec3::new(-1.0, 0.0, -0.1)), ..Default::default() }; - + let cloth = ClothBuilder::new() // Adds pinned vertices ids using an Iterator .with_anchored_vertex_ids(0..9, anchor_to_a) @@ -153,11 +156,11 @@ fn spawn(mut commands: Commands) { Custom anchoring allows to : -- pin vertices to various entities, like skeletal mesh joints -- define custom offsets to customize the distance between the anchored +* pin vertices to various entities, like skeletal mesh joints +* define custom offsets to customize the distance between the anchored vertices an the target -- use world space pinning and ignore the target's rotation for example -- override the vertex positions, using only the offset +* use world space pinning and ignore the target's rotation for example +* override the vertex positions, using only the offset ### Configuration @@ -190,8 +193,8 @@ configuration. You may add wind forces to the simulation for a more dynamic clothing effect, for each force you may choose from: -- `Wind::Constant` for constant wind force -- `Wind::SinWave` for a sin wave following wind intensity with custom force +* `Wind::Constant` for constant wind force +* `Wind::SinWave` for a sin wave following wind intensity with custom force and frequency. `Wind` forces can be added as a resource to your app through the `Winds` @@ -221,8 +224,9 @@ fn main() { ## Collisions -Both [`bevy_rapier`] and [`bevy_xpbd`] are supported for cloth interactions with colliders. -They can be enabled with the `rapier_collisions` and `xpbd_collisions` features respectively. +Both [`bevy_rapier`] and [`bevy_xpbd`] are supported for cloth interactions +with colliders. They can be enabled with the `rapier_collisions` and +`xpbd_collisions` features respectively. > Note: Collision support is still experimental for now and is not suited > for production use. Feedback is welcome! @@ -250,14 +254,14 @@ fn spawn(mut commands: Commands) { Three `bevy_rapier` components will be automatically inserted: -- a `RigidBody::KinematicPositionBased` -- a `Collider` which will be updated every frame to follow the cloth bounds +* a `RigidBody::KinematicPositionBased` +* a `Collider` which will be updated every frame to follow the cloth bounds (AABB) -- a `SolverGroup` set to 0 (`Group::NONE`) in everything, avoiding default - collision solving. +* a `SolverGroup` set to 0 (`Group::NONE`) in everything, avoiding default + collision solving. -You can customize what collisions will be checked by specifying `CollisionGroups`. -(See the [`bevy_rapier` docs](https://rapier.rs/docs/user_guides/bevy_plugin/colliders#collision-groups-and-solver-groups)). +You can customize what collisions will be checked by specifying +`CollisionGroups`. (See the [`bevy_rapier` docs](https://rapier.rs/docs/user_guides/bevy_plugin/colliders#collision-groups-and-solver-groups)). ### `bevy_xpbd` @@ -282,13 +286,13 @@ fn spawn(mut commands: Commands) { Three `bevy_xpbd` components will be automatically inserted: -- a `RigidBody::Kinematic` -- a `Collider` which will be updated every frame to follow the cloth bounds +* a `RigidBody::Kinematic` +* a `Collider` which will be updated every frame to follow the cloth bounds (AABB) -- a `Sensor` used for avoiding default collision solving. +* a `Sensor` used for avoiding default collision solving. -You can customize what collisions will be checked by specifying `CollisionLayers`. -(See the [`bevy_xpbd` docs](https://docs.rs/bevy_xpbd_3d/latest/bevy_xpbd_3d/components/struct.CollisionLayers.html)). +You can customize what collisions will be checked by specifying +`CollisionLayers`. (See the [`bevy_xpbd` docs](https://docs.rs/bevy_xpbd_3d/latest/bevy_xpbd_3d/components/struct.CollisionLayers.html)). ## Mesh utils @@ -297,27 +301,30 @@ useful for classic cloth uses like flags or capes ## Q&A -- `My mesh falls immediately and infinitely when I add a Cloth component, +* `My mesh falls immediately and infinitely when I add a Cloth component, how to fix it?` -You probably didn't specify any *pinned points*, meaning there are no -vertices anchored to your entity's `GlobalTransform`. + You probably didn't specify any *pinned points*, meaning there are no + vertices anchored to your entity's `GlobalTransform`. -- `My cloth jitters a lot/ suddenly falls down/ has strange sudden +* `My cloth jitters a lot/ suddenly falls down/ has strange sudden behaviour` -Gravity and winds are by default smoothed out by the framerate, if the -framerate drops suddenly gravity and wind get much stronger. -If your simulation suffers from this you can specify a custom smooth value -in `ClothConfig::acceleration_smoothing`. + Gravity and winds are by default smoothed out by the framerate, if the + framerate drops suddenly gravity and wind get much stronger. + If your simulation suffers from this you can specify a custom smooth + value in `ClothConfig::acceleration_smoothing`. + +[`bevy_rapier`]: https://github.com/dimforge/bevy_rapier +[`bevy_xpbd`]: https://github.com/Jondolf/bevy_xpbd ## TODO list -- [ ] World and per cloth simulation pause/ filter out cloth update -- [ ] Cloth update batching -- [ ] Cloth cutting maybe? +* [ ] World and per cloth simulation pause/ filter out cloth update +* [ ] Cloth update batching +* [ ] Cloth cutting maybe? ## Examples @@ -346,6 +353,3 @@ in `ClothConfig::acceleration_smoothing`. 6. Anchors example run `cargo run --example anchors` - -[`bevy_rapier`]: https://github.com/dimforge/bevy_rapier -[`bevy_xpbd`]: https://github.com/Jondolf/bevy_xpbd diff --git a/src/lib.rs b/src/lib.rs index b7102dc..6494156 100644 --- a/src/lib.rs +++ b/src/lib.rs @@ -1,16 +1,12 @@ -//! # Bevy Silk -//! //! CPU driven Cloth engine for Bevy using Verlet integration. //! -//! by [Félix Lescaudey de Maneville](https://linktree.com/ManevilleF) -//! //! ## Get started //! //! ### Dependency //! //! Add `bevy_silk` as a dependency in the `Cargo.toml` //! -//! `bevy_silk = "0.6"` +//! `bevy_silk = "0.7"` //! //! Or follow the main git branch //! @@ -26,6 +22,7 @@ //! | 0.4.0 | 0.9 | //! | 0.5.0 | 0.10 | //! | 0.6.0 | 0.11 | +//! | 0.7.0 | 0.12 | //! //! ### Plugin //! @@ -118,16 +115,20 @@ //! )) //! .id(); //! let anchor_to_a = VertexAnchor { -//! custom_target: Some(entity_a), // The anchor will pin the vertices to `entity_a` -//! custom_offset: Some(Vec3::new(1.0, 1.2, 0.0)), // Specify an extra offset from the target's `GlobalTransform` +//! // The anchor will pin the vertices to `entity_a` +//! custom_target: Some(entity_a), +//! // Specify an extra offset from the target's `GlobalTransform` +//! custom_offset: Some(Vec3::new(1.0, 1.2, 0.0)), //! ..Default::default() //! }; //! let anchor_to_self = VertexAnchor { -//! custom_target: None, // The anchor will pin the cloth entity -//! custom_offset: Some(Vec3::new(-1.0, 0.0, -0.1)), // Specify an extra offset from the target's `GlobalTransform` +//! // The anchor will pin the cloth entity +//! custom_target: None, +//! // Specify an extra offset from the target's `GlobalTransform` +//! custom_offset: Some(Vec3::new(-1.0, 0.0, -0.1)), //! ..Default::default() //! }; -//! +//! //! let cloth = ClothBuilder::new() //! // Adds pinned vertices ids using an Iterator //! .with_anchored_vertex_ids(0..9, anchor_to_a) @@ -143,11 +144,12 @@ //! ``` //! //! Custom anchoring allows to : -//! - pin vertices to various entities, like skeletal mesh joints -//! - define custom offsets to customize the distance between the anchored +//! +//! * pin vertices to various entities, like skeletal mesh joints +//! * define custom offsets to customize the distance between the anchored //! vertices an the target -//! - use world space pinning and ignore the target's rotation for example -//! - override the vertex positions, using only the offset +//! * use world space pinning and ignore the target's rotation for example +//! * override the vertex positions, using only the offset //! //! ### Configuration //! @@ -179,8 +181,9 @@ //! //! You may add wind forces to the simulation for a more dynamic clothing //! effect, for each force you may choose from: -//! - `Wind::Constant` for constant wind force -//! - `Wind::SinWave` for a sin wave following wind intensity with custom force +//! +//! * `Wind::Constant` for constant wind force +//! * `Wind::SinWave` for a sin wave following wind intensity with custom force //! and frequency. //! //! `Wind` forces can be added as a resource to your app through the `Winds` @@ -240,10 +243,10 @@ //! //! Three `bevy_rapier` components will be automatically inserted: //! -//! - a `RigidBody::KinematicPositionBased` -//! - a `Collider` which will be updated every frame to follow the cloth bounds +//! * a `RigidBody::KinematicPositionBased` +//! * a `Collider` which will be updated every frame to follow the cloth bounds //! (AABB) -//! - a `SolverGroup` set to 0 (`Group::NONE`) in everything, avoiding default +//! * a `SolverGroup` set to 0 (`Group::NONE`) in everything, avoiding default //! collision solving. //! //! You can customize what collisions will be checked by specifying @@ -271,10 +274,11 @@ //! ``` //! //! Three `bevy_xpbd` components will be automatically inserted: -//! - a `RigidBody::Kinematic` -//! - a `Collider` which will be updated every frame to follow the cloth bounds +//! +//! * a `RigidBody::Kinematic` +//! * a `Collider` which will be updated every frame to follow the cloth bounds //! (AABB) -//! - a `Sensor` used for avoiding default collision solving. +//! * a `Sensor` used for avoiding default collision solving. //! //! You can customize what collisions will be checked by specifying //! `CollisionLayers`. (See the [`bevy_xpbd` docs](https://docs.rs/bevy_xpbd_3d/latest/bevy_xpbd_3d/components/struct.CollisionLayers.html)). @@ -286,19 +290,19 @@ //! //! ## Q&A //! -//! - `My mesh falls immediately and infinitely when I add a Cloth component, +//! * `My mesh falls immediately and infinitely when I add a Cloth component, //! how to fix it?` //! -//! You probably didn't specify any *pinned points*, meaning there are no -//! vertices anchored to your entity's `GlobalTransform`. +//! You probably didn't specify any *pinned points*, meaning there are no +//! vertices anchored to your entity's `GlobalTransform`. //! -//! - `My cloth jitters a lot/ suddenly falls down/ has strange sudden +//! * `My cloth jitters a lot/ suddenly falls down/ has strange sudden //! behaviour` //! -//! Gravity and winds are by default smoothed out by the framerate, if the -//! framerate drops suddenly gravity and wind get much stronger. -//! If your simulation suffers from this you can specify a custom smooth value -//! in `ClothConfig::acceleration_smoothing`. +//! Gravity and winds are by default smoothed out by the framerate, if the +//! framerate drops suddenly gravity and wind get much stronger. +//! If your simulation suffers from this you can specify a custom smooth +//! value in `ClothConfig::acceleration_smoothing`. //! //! [`bevy_rapier`]: https://github.com/dimforge/bevy_rapier //! [`bevy_xpbd`]: https://github.com/Jondolf/bevy_xpbd