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A deformable object(softbody, cloth, rope) implemented in Unity3d, which uses PBD algorithm with Unity Jobs(ECS / DOTS) and has an extensible computing structure

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Mustenaka/AdaptorPhysX

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AdaptorPhysX

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AdaptorPhysX project try to use CPU mutil threading(Unity Burst & Jobs system) implement PBD (Position Based Dynamics) algorithm to simulate a deformable object(rope, cloth, softbody, fluid) with volume or surface, and implement a calculation framework according to PBD calculation rules. You can complete your own algorithm expansion based on this project.

What is PBD: https://matthias-research.github.io/pages/publications/posBasedDyn.pdf

Require

Require unity ECS architecture. (Entities is not necessary), plz

Windows – Package Manager – Add package from git URL - input: com.unity.jobs

  • com.unity.burst - 1.8.9
  • com.unity.jobs - 0.70.0-preview.7
  • com.unity.mathematics - 1.2.6
Unity

In version 2022.3.13, there is a Bug in the display of schemas in Unity, which causes the Constraint to not operate properly in Inspector, so you can only wait for the official Unity update.

reference: #1

Project architecture:

This project architecture:

AdaptorPhysX architecture

Effect

Rope:

1 rope, with 1024 interactive particles, iterator 1, constraint have, distance, pin, DOTS optimize

job-rope-1024

Cloth:

[not finish]

Softbody:

[not finish]

Custom, rewrite

(waiting for project finished)

TODO

My Blog (Chinese)

My blog about PBD,URL:https://www.mustenaka.cn/index.php/2023/09/06/pbd-method-learn-01/

AdaptorPhysX full name is: Adaptive Physics Extension, namespace abbreviation: APEX.

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A deformable object(softbody, cloth, rope) implemented in Unity3d, which uses PBD algorithm with Unity Jobs(ECS / DOTS) and has an extensible computing structure

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