Bevy XPBD is a 2D and 3D physics engine based on Extended Position Based Dynamics (XPBD) for the Bevy game engine.
Bevy XPBD will undergo major changes and a rebrand during April or May.
The XPBD simulation method has several potential issues, one being that it is technically patented by NVIDIA, and is therefore dicey to distribute in projects. We will transition away from the simulation method and rename the crate when we have a replacement implemented.
If you are working on a project that uses Bevy XPBD, don't worry, you may continue using it. Just be aware of the patent, as it is technically up to the user to have the rights to distribute XPBD in projects. This will be addressed by the rebrand.
You can find a much more in-depth explanation of the situation and plans here.
Below are some of the core design principles used in Bevy XPBD.
- Made with Bevy, for Bevy. No wrappers around existing engines.
- Provide an ergonomic and familiar API. Ergonomics is key for a good experience.
- Utilize the ECS as much as possible. The engine should feel like a part of Bevy, and it shouldn't need to maintain a separate physics world.
- Use a highly modular plugin architecture. Users should be able to replace parts of the engine with their own implementations.
- Have good documentation. A physics engine is pointless if you don't know how to use it.
Below are some of the current features of Bevy XPBD.
- Dynamic, kinematic and static rigid bodies
- Linear and angular velocity
- External forces, torque and impulses
- Gravity and gravity scale
- Linear and angular damping
- Locking translational and rotational axes
- Rigid body dominance
- Automatic deactivation with sleeping
- Collision detection powered by Parry
- Colliders with configurable collision layers, density, material properties and more
- Collision events
- Access to colliding entities
- Filtering and modifying collisions with custom systems
- Manual contact queries and intersection tests
- Constraints and joints
- Flexible API for creating position-based constraints
- Several built-in joint types: fixed, distance, prismatic, revolute, spherical
- Support for custom joints and other constraints
- Spatial queries
- Raycasting, shapecasting, point projection and intersection tests
- Ergonomic component-based API for raycasts and shapecasts
- Flexible
SpatialQuery
system parameter - Spatial query filters
- Debug rendering for colliders, AABBs, contacts, joints, sleeping, axes and spatial queries
- Configurable scheduling and high customizability
- Highly modular plugin architecture, freely extend and replace parts of the engine
- Support for custom collision backends
f32
/f64
precision (f32
by default)
You can find a more complete list along with documentation in the Table of contents on docs.rs.
First, add bevy_xpbd_2d
or bevy_xpbd_3d
to your dependencies in Cargo.toml
:
# For 2D applications:
[dependencies]
bevy_xpbd_2d = "0.4"
# For 3D applications:
[dependencies]
bevy_xpbd_3d = "0.4"
# If you want to use the most up-to-date version, you can follow the main branch:
[dependencies]
bevy_xpbd_3d = { git = "https://github.com/Jondolf/bevy_xpbd", branch = "main" }
Below is a very simple example where a box with initial angular velocity falls onto a plane. This is a modified version of Bevy's 3d_scene example.
use bevy::prelude::*;
use bevy_xpbd_3d::prelude::*;
fn main() {
App::new()
.add_plugins((DefaultPlugins, PhysicsPlugins::default()))
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Plane
commands.spawn((
RigidBody::Static,
Collider::cuboid(8.0, 0.002, 8.0),
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(8.0, 8.0)),
material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
..default()
},
));
// Cube
commands.spawn((
RigidBody::Dynamic,
AngularVelocity(Vec3::new(2.5, 3.4, 1.6)),
Collider::cuboid(1.0, 1.0, 1.0),
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 4.0, 0.0),
..default()
},
));
// Light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 2_000_000.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-4.0, 6.5, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
3d_scene.mp4
You can find lots of 2D and 3D examples in /crates/bevy_xpbd_2d/examples and /crates/bevy_xpbd_3d/examples respectively.
The examples support both f32
and f64
precisions, so the code contains some feature-dependent types like Scalar
and Vector
.
In actual usage these are not needed, so you can just use f32
or f64
types depending on the features you have chosen.
By default the examples use f32
. To run the f64
versions, you need to disable default features and manually choose the dimension
and precision:
# Manually specify dimension and precision. `parry-f64` enables collision detection using Parry.
cargo run --example cubes --no-default-features --features "3d f64 parry-f64"
Bevy | Bevy XPBD |
---|---|
0.13 | 0.4 |
0.12 | 0.3 |
0.11 | 0.2 |
0.10 | 0.1 |
- Continuous collision detection (CCD)
- Per-entity collision hooks or callbacks
- Flags for what types of collisions are active, like collisions against specific rigid body types, sensors or parents
- Performance optimization (better broad phase, parallel solver...)
- Joint motors
- Articulations, aka. multibody joints
- Proper cross-platform determinism
- Soft bodies (cloth and deformable solids)
- Maybe fluid simulation
If you encounter any problems, feel free to open issues or create pull requests. For larger changes and additions, it's better to open an issue or ask me for input before making a pull request.
You can also ask for help or ask questions on the Bevy Discord
server's bevy_xpbd
thread in #crate-help
. My username on the Discord is Jondolf
(@jondolfdev
).
Huge thanks to the entire Bevy community for the incredible support! All of your contributions, insight and requests are a massive help in driving the state of physics in Bevy forward, and it's what keeps me motivated to build the best engine I can.
I would also like to give a special thanks to Johan Helsing
for inspiring this project and helping me significantly in the early stages.
His original tutorial series is the reason bevy_xpbd
exists in the first place, and without his support and contributions,
the project wouldn't be anywhere near where it is today.
Bevy XPBD is free and open source. All code in this repository is dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
at your option.