use bevy::{ ecs::entity::{EntityMapper, MapEntities}, prelude::*, }; use bevy_xpbd_3d::{math::*, prelude::*, SubstepSchedule, SubstepSet}; fn main() { let mut app = App::new(); // Add plugins and startup system app.add_plugins((DefaultPlugins, PhysicsPlugins::default())) .add_systems(Startup, setup); // Get physics substep schedule and add our custom distance constraint let substeps = app .get_schedule_mut(SubstepSchedule) .expect("add SubstepSchedule first"); substeps.add_systems( solve_constraint::.in_set(SubstepSet::SolveUserConstraints), ); // Run the app app.run(); } /// A constraint that keeps the distance between two bodies at `rest_length`. #[derive(Component)] struct CustomDistanceConstraint { entity1: Entity, entity2: Entity, rest_length: Scalar, lagrange: Scalar, compliance: Scalar, } impl PositionConstraint for CustomDistanceConstraint {} impl XpbdConstraint<2> for CustomDistanceConstraint { fn entities(&self) -> [Entity; 2] { [self.entity1, self.entity2] } fn clear_lagrange_multipliers(&mut self) { self.lagrange = 0.0; } fn solve(&mut self, bodies: [&mut RigidBodyQueryItem; 2], dt: Scalar) { let [body1, body2] = bodies; // Local attachment points at the centers of the bodies for simplicity let [r1, r2] = [Vector::ZERO, Vector::ZERO]; // Compute the positional difference let delta_x = body1.current_position() - body2.current_position(); // The current separation distance let length = delta_x.length(); // The value of the constraint function. When this is zero, the constraint is satisfied, // and the distance between the bodies is the rest length. let c = length - self.rest_length; // Avoid division by zero and unnecessary computation if length <= 0.0 || c == 0.0 { return; } // Normalized delta_x let n = delta_x / length; // Compute generalized inverse masses (method from PositionConstraint) let w1 = self.compute_generalized_inverse_mass(body1, r1, n); let w2 = self.compute_generalized_inverse_mass(body2, r2, n); let w = [w1, w2]; // Constraint gradients, i.e. how the bodies should be moved // relative to each other in order to satisfy the constraint let gradients = [n, -n]; // Compute Lagrange multiplier update, essentially the signed magnitude of the correction let delta_lagrange = self.compute_lagrange_update(self.lagrange, c, &gradients, &w, self.compliance, dt); self.lagrange += delta_lagrange; // Apply positional correction (method from PositionConstraint) self.apply_positional_correction(body1, body2, delta_lagrange, n, r1, r2); } } impl MapEntities for CustomDistanceConstraint { fn map_entities(&mut self, entity_mapper: &mut M) { self.entity1 = entity_mapper.map_entity(self.entity1); self.entity2 = entity_mapper.map_entity(self.entity2); } } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { let cube_mesh = meshes.add(Cuboid::default()); let cube_material = materials.add(Color::srgb(0.8, 0.7, 0.6)); // Spawn a static cube and a dynamic cube that is outside of the rest length let static_cube = commands .spawn(( PbrBundle { mesh: cube_mesh.clone(), material: cube_material.clone(), ..default() }, RigidBody::Static, )) .id(); let dynamic_cube = commands .spawn(( PbrBundle { mesh: cube_mesh, material: cube_material, transform: Transform::from_xyz(3.0, 3.5, 0.0), ..default() }, RigidBody::Dynamic, MassPropertiesBundle::new_computed(&Collider::cuboid(1.0, 1.0, 1.0), 1.0), )) .id(); // Add a distance constraint to keep the cubes at a certain distance from each other. // The dynamic cube should swing around the static cube like a pendulum. commands.spawn(CustomDistanceConstraint { entity1: static_cube, entity2: dynamic_cube, rest_length: 2.5, lagrange: 0.0, compliance: 0.0, }); // 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(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); }