Avian v0.1.0
Avian Physics 0.1 has been released! 🪶
Avian is an ECS-driven physics engine for the Bevy game engine. It is the next evolution of Bevy XPBD, with a completely rewritten contact solver, improved performance, a reworked structure, and numerous other improvements and additions over its predecessor.
See #346 for background on the rebrand.
Highlights
Avian 0.1 has a ton of improvements, additions, and fixes over Bevy XPBD 0.4. Some highlights:
- A solver rewrite: Avian uses an impulse-based TGS Soft solver instead of XPBD for contacts.
- A reworked narrow phase: Collision detection is much more performant and reliable.
- Continuous Collision Detection (CCD): Speculative collision and sweep-based CCD are implemented to prevent tunneling.
- Optional collision margins: Extra thickness can be added for thin colliders such as trimeshes to improve stability and performance.
- Improved performance: Overhead for large scenes is significantly smaller, and collision-heavy scenes can have over a 4-6x performance improvement in comparison to Bevy XPBD.
- Improved runtime collider constructors: It is easier to define colliders and collider hierarchies statically to enable more powerful scene workflows.
- Structural improvements and polish: The module structure has been heavily reworked, and tons of inconsistencies and bugs have been resolved.
- Bevy 0.14 support: Avian supports the latest version of Bevy, and internally, it already takes advantage of new features such as observers and component lifecycle hooks.
Check out the announcement blog post for a more in-depth overview of what has changed and why. A more complete changelog can also be found after the migration guide below.
Migration Guide
Note: This guide is for migration from Bevy XPBD 0.4 to Avian 0.1. The entries for migration to Bevy XPBD 0.5 (an easier migration path) still apply and are also listed here.
New Contact Solver #385
The contact solver has been rewritten. In practice, this has the following effects:
- Collisions should be much more stable.
- Resolving overlap is no longer nearly as explosive.
- Less substeps are generally needed for stability.
- Tunneling is much more rare.
- Performance is better.
However:
- Contacts may even be too soft by default for some applications. This can be tuned with the
SolverConfigresource. - Static friction is currently not considered separately from dynamic friction. This may be fixed in the future.
- Restitution might not be quite as perfect in some instances (this is a tradeoff for speculative collision to avoid tunneling).
- 2D applications may need to configure the
PhysicsLengthUnitto get the best stability and behavior.
The PhysicsLengthUnit can be thought of a pixels-per-meter scaling factor for the engine's internal length-based tolerances and thresholds, such as the maximum speed at which overlap is resolved, or the speed threshold for allowing bodies to sleep. It does not scale common user-facing inputs or outputs like colliders or velocities.
To configure the PhysicsLengthUnit, you can insert it as a resource, or simply set it while adding PhysicsPlugins:
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
// A 2D game with 20 pixels per meter
PhysicsPlugins::default().with_length_unit(20.0),
))
.run();
}Collider Constructor Argument Order #394
To match Bevy's Cylinder, Capsule, and Cone, the order of arguments has changed for some Collider constructors.
- Use
Collider::cylinder(radius, height)instead ofCollider::cylinder(height, radius). - Use
Collider::capsule(radius, height)instead ofCollider::capsule(height, radius). - Use
Collider::capsule_endpoints(radius, a, b)instead ofCollider::capsule_endpoints(a, b, radius). - Use
Collider::cone(radius, height)instead ofCollider::cone(height, radius).
This is a very heavily breaking change, but I believe it is important that we align ourselves with Bevy here, and it's better to do it sooner rather than later.
AsyncCollider and AsyncSceneCollider #378
AsyncCollider, AsyncSceneCollider, and ComputedCollider have been replaced by more powerful ColliderConstructor and ColliderConstructorHierarchy types. They work similarly, but also support primitive shapes and arbitrary hierarchies, not just colliders computed for meshes and scenes.
Additionally, some naming changes have been made to improve consistency, such as renaming TriMesh to Trimesh to be consistent with Collider::trimesh.
- Remove feature
async-collider. If you need to use computed shapes, use the featurecollider-from-mesh. If you depend onColliderConstructorHierarchywaiting for a scene to load, use the featurebevy_scene - Remove
AsyncColliderand useColliderConstructordirectly - Rename
AsyncSceneCollidertoColliderConstructorHierarchy- Rename
AsyncSceneCollider::default_shapetoColliderConstructorHierarchy::default_constructor - Rename
AsyncSceneCollider::meshes_by_nametoColliderConstructorHierarchy::config - Rename
AsyncSceneCollider::with_shape_for_nametoColliderConstructorHierarchy::with_constructor_for_name - Rename
AsyncSceneCollider::without_shape_for_nametoColliderConstructorHierarchy::without_constructor_for_name
- Rename
- Rename
AsyncSceneColliderDatatoColliderConstructorHierarchyConfig- Rename
AsyncSceneColliderData::shapetoColliderConstructorHierarchyConfig::constructor
- Rename
- Rename
ComputedCollidertoColliderConstructor.- Rename
ComputedCollider::TriMeshtoColliderConstructor::TrimeshFromMesh - Rename
ComputedCollider::TriMeshWithFlagstoColliderConstructor::TrimeshFromMeshWithConfig - Rename
ComputedCollider::ConvexHulltoColliderConstructor::ConvexHullFromMesh - Rename
ComputedCollider::ConvexDecompositiontoColliderConstructor::ConvexDecompositionFromMeshWithConfig
- Rename
- Rename
VHACDParameterstoVhacdParameters - Rename
Collider::halfspacetoCollider::half_space
Reworked Module Structure #370
- The internal module structure has changed significantly, and types have moved around. Most imports from the
preludeshould work like before, but explicit import paths may be broken. - The
PhysicsSetupPluginhas been split intoPhysicsSchedulePluginandPhysicsTypeRegistrationPlugin.
Sensor Mass Properties #381
Colliders with the Sensor component no longer contribute to the mass properties of rigid bodies. You can add mass for them by adding another collider that is not a sensor, or by manually adding mass properties with the MassPropertiesBundle or its components.
Additionally, the mass properties of Sensor colliders are no longer updated automatically, unless the Sensor component is removed.
Joints and Custom Constraints #390 and #385
SphericalJointno longer exists in 2D. UseRevoluteJointinstead.AngleLimitpropertiesalphaandbetaare now namedminandmax.apply_positional_correctionhas been renamed toapply_positional_lagrange_update. There is also anapply_positional_impulsemethod.apply_angular_correctionhas been renamed toapply_angular_lagrange_update. There is also anapply_angular_impulsemethod.compute_lagrange_updateno longer takes a slice over gradients. For that, usecompute_lagrange_update_with_gradients.Joint::align_orientationhas been moved toAngularConstraint.- XPBD traits and systems are now located in the
dynamics::solver::xpbdmodule. - User constraints should run
solve_constraintsinSubstepSolverSet::SolveUserConstraintsinstead ofSubstepSet::SolveUserConstraints.
Scheduling Changes #385 and #380
Several scheduling internals have been changed. For example:
- The narrow phase and
PostProcessCollisionsschedule are now run inPhysicsStepSet::NarrowPhaseinstead ofSubstepSet::NarrowPhase. - Integration is now run in
IntegrationSet::VelocityandIntegrationSet::Positioninstead ofSubstepSet::Integrate. SubstepSethas been removed.- The solver runs in
PhysicsStepSet::Solver. - The solver's system sets are in
SolverSet. - Substepping is performed in
SolverSet::Substep. - The substepping loop's system sets are in
SubstepSolverSet.
- The solver runs in
Systems running in PostProcessCollisions may need to be modified to account for it being moved outside of the substepping loop.
Some PrepareSet system sets have also changed order.
Before:
PreInitPropagateTransformsInitRigidBodiesInitMassPropertiesInitCollidersInitTransformsFinalize
After:
PreInitInitRigidBodiesInitCollidersPropagateTransformsInitMassPropertiesInitTransformsFinalize
ColliderHierarchyPlugin #377
Hierarchy and transform logic for colliders has been extracted from the ColliderBackendPlugin into a new ColliderHierarchyPlugin, which by default is included in the PhysicsPlugins plugin group.
If you are adding plugins manually, make sure you have both if you want that functionality.
Rotation Component #370
The Rotation component has been updated to match the API of Bevy's new Rot2 type more closely.
The primary breaking changes are that rotate and mul have been deprecated in favor of Mul implementations, and the 2D from_radians and from_degrees have been renamed to just radians and degrees.
// Before
let rotation = Rotation::from_degrees(45.0);
assert_eq!(rotation.mul(rotation).rotate(Vec2::X), Vec2::Y);
// After
let rotation = Rotation::degrees(45.0);
assert_eq!(rotation * rotation * Vec2::X, Vec2::Y);Add and Sub implementations have also been removed, as adding or subtracting quaternions in 3D is not quite equivalent to performing rotations, which can be a footgun, and having the 2D version function differently would also be inconsistent.
What's Changed
Note: These are changes made between Bevy XPBD 0.4 and Avian 0.1.
- Fix time of impact description in
ShapeHitsby @Jondolf in #340 - Fix 2D heightfield scale and docs by @Jondolf in #343
- Fix 3D ShapeCaster global_rotation by @ramon-oliveira in #344
- Normalize rotations after solving constraints in solver by @Jondolf in #345
- Add feature to examples_common to enable PhysicsDebugPlugin by @jpedrick in #339
- Use
compile_error!macro instead of panicking inPhysicsLayerderive macro by @doonv in #347 - Fix some doc tests by @yrns in #354
- various fixes in the
prepare/init_transformssystem by @exoexo-dev in #360 - Implement
RegularPolygoncolliders with a custom shape by @Jondolf in #367 - Rework module structure, and improve documentation and
Rotationby @Jondolf in #370 - Improve trimesh docs by @janhohenheim in #373
- Apply collider scale before physics instead of afterwards by @Jondolf in #374
- Fix collider scale for child rigid bodies by @Jondolf in #375
- Update bevy-0.14 branch to crates.io release of nalgebra by @gmorenz in #372
- Speed up
ColliderTransformpropagation and extract collider hierarchy logic intoColliderHierarchyPluginby @Jondolf in #377 - Refactor and speed up transform propagation and hierarchies further by @Jondolf in #380
- Make sensors not contribute to mass properties by @Jondolf in #381
- Rework deferred collider initialization by @janhohenheim in #378
- Fix angular corrections for some 3D joints by @Jondolf in #388
- Rework contact solver and collision detection, implement speculative collision by @Jondolf in #385
- Clean up and refactor joint logic by @Jondolf in #390
- Implement sweep-based CCD by @Jondolf in #391
- Fix inconsistency between collider constructors and Bevy's primitives by @Jondolf in #394
- Implement collision margin by @Jondolf in #393
- Add
#[reflect(Serialize, Deserialize)]and register more types by @Jondolf in #395
New Contributors
- @ramon-oliveira made their first contribution in #344
- @jpedrick made their first contribution in #339
- @doonv made their first contribution in #347
- @yrns made their first contribution in #354
- @exoexo-dev made their first contribution in #360
- @janhohenheim made their first contribution in #373
- @gmorenz made their first contribution in #372
Full Changelog: xpbd-v0.4.0...v0.1.0