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physics_in_fixed_timestep.rs
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physics_in_fixed_timestep.rs
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//! This example shows how to properly handle player input,
//! advance a physics simulation in a fixed timestep, and display the results.
//!
//! The classic source for how and why this is done is Glenn Fiedler's article
//! [Fix Your Timestep!](https://gafferongames.com/post/fix_your_timestep/).
//! For a more Bevy-centric source, see
//! [this cheatbook entry](https://bevy-cheatbook.github.io/fundamentals/fixed-timestep.html).
//!
//! ## Motivation
//!
//! The naive way of moving a player is to just update their position like so:
//! ```no_run
//! transform.translation += velocity;
//! ```
//! The issue here is that the player's movement speed will be tied to the frame rate.
//! Faster machines will move the player faster, and slower machines will move the player slower.
//! In fact, you can observe this today when running some old games that did it this way on modern hardware!
//! The player will move at a breakneck pace.
//!
//! The more sophisticated way is to update the player's position based on the time that has passed:
//! ```no_run
//! transform.translation += velocity * time.delta_seconds();
//! ```
//! This way, velocity represents a speed in units per second, and the player will move at the same speed
//! regardless of the frame rate.
//!
//! However, this can still be problematic if the frame rate is very low or very high.
//! If the frame rate is very low, the player will move in large jumps. This may lead to
//! a player moving in such large jumps that they pass through walls or other obstacles.
//! In general, you cannot expect a physics simulation to behave nicely with *any* delta time.
//! Ideally, we want to have some stability in what kinds of delta times we feed into our physics simulation.
//!
//! The solution is using a fixed timestep. This means that we advance the physics simulation by a fixed amount
//! at a time. If the real time that passed between two frames is less than the fixed timestep, we simply
//! don't advance the physics simulation at all.
//! If it is more, we advance the physics simulation multiple times until we catch up.
//! You can read more about how Bevy implements this in the documentation for
//! [`bevy::time::Fixed`](https://docs.rs/bevy/latest/bevy/time/struct.Fixed.html).
//!
//! This leaves us with a last problem, however. If our physics simulation may advance zero or multiple times
//! per frame, there may be frames in which the player's position did not need to be updated at all,
//! and some where it is updated by a large amount that resulted from running the physics simulation multiple times.
//! This is physically correct, but visually jarring. Imagine a player moving in a straight line, but depending on the frame rate,
//! they may sometimes advance by a large amount and sometimes not at all. Visually, we want the player to move smoothly.
//! This is why we need to separate the player's position in the physics simulation from the player's position in the visual representation.
//! The visual representation can then be interpolated smoothly based on the previous and current actual player position in the physics simulation.
//!
//! This is a tradeoff: every visual frame is now slightly lagging behind the actual physical frame,
//! but in return, the player's movement will appear smooth.
//! There are other ways to compute the visual representation of the player, such as extrapolation.
//! See the [documentation of the lightyear crate](https://cbournhonesque.github.io/lightyear/book/concepts/advanced_replication/visual_interpolation.html)
//! for a nice overview of the different methods and their respective tradeoffs.
//!
//! ## Implementation
//!
//! - The player's velocity is stored in a `Velocity` component. This is the speed in units per second.
//! - The player's current position in the physics simulation is stored in a `PhysicalTranslation` component.
//! - The player's previous position in the physics simulation is stored in a `PreviousPhysicalTranslation` component.
//! - The player's visual representation is stored in Bevy's regular `Transform` component.
//! - Every frame, we go through the following steps:
//! - Advance the physics simulation by one fixed timestep in the `advance_physics` system.
//! This is run in the `FixedUpdate` schedule, which runs before the `Update` schedule.
//! - Update the player's visual representation in the `update_rendered_transform` system.
//! This interpolates between the player's previous and current position in the physics simulation.
//! - Update the player's velocity based on the player's input in the `handle_input` system.
//!
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:---------------------|:--------------|
//! | `W` | Move up |
//! | `S` | Move down |
//! | `A` | Move left |
//! | `D` | Move right |
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (spawn_text, spawn_player))
// `FixedUpdate` runs before `Update`, so the physics simulation is advanced before the player's visual representation is updated.
.add_systems(FixedUpdate, advance_physics)
.add_systems(Update, (update_rendered_transform, handle_input).chain())
.run();
}
/// How many units per second the player should move.
#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
struct Velocity(Vec3);
/// The actual position of the player in the physics simulation.
/// This is separate from the `Transform`, which is merely a visual representation.
///
/// If you want to make sure that this component is always initialized
/// with the same value as the `Transform`'s translation, you can
/// use a [component lifecycle hook](https://docs.rs/bevy/0.14.0/bevy/ecs/component/struct.ComponentHooks.html)
#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
struct PhysicalTranslation(Vec3);
/// The value [`PhysicalTranslation`] had in the last fixed timestep.
/// Used for interpolation in the `update_rendered_transform` system.
#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
struct PreviousPhysicalTranslation(Vec3);
/// Spawn the player sprite and a 2D camera.
fn spawn_player(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn((
Name::new("Player"),
SpriteBundle {
texture: asset_server.load("branding/icon.png"),
transform: Transform::from_scale(Vec3::splat(0.3)),
..default()
},
Velocity::default(),
PhysicalTranslation::default(),
PreviousPhysicalTranslation::default(),
));
}
/// Spawn a bit of UI text to explain how to move the player.
fn spawn_text(mut commands: Commands) {
commands
.spawn(NodeBundle {
style: Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Move the player with WASD",
TextStyle {
font_size: 25.0,
..default()
},
));
});
}
/// Handle keyboard input to move the player.
fn handle_input(keyboard_input: Res<ButtonInput<KeyCode>>, mut query: Query<&mut Velocity>) {
/// Since Bevy's default 2D camera setup is scaled such that
/// one unit is one pixel, you can think of this as
/// "How many pixels per second should the player move?"
const SPEED: f32 = 210.0;
for mut velocity in query.iter_mut() {
velocity.0 = Vec3::ZERO;
if keyboard_input.pressed(KeyCode::KeyW) {
velocity.y += 1.0;
}
if keyboard_input.pressed(KeyCode::KeyS) {
velocity.y -= 1.0;
}
if keyboard_input.pressed(KeyCode::KeyA) {
velocity.x -= 1.0;
}
if keyboard_input.pressed(KeyCode::KeyD) {
velocity.x += 1.0;
}
// Need to normalize and scale because otherwise
// diagonal movement would be faster than horizontal or vertical movement.
velocity.0 = velocity.normalize_or_zero() * SPEED;
}
}
/// Advance the physics simulation by one fixed timestep. This may run zero or multiple times per frame.
///
/// Note that since this runs in `FixedUpdate`, `Res<Time>` would be `Res<Time<Fixed>>` automatically.
/// We are being explicit here for clarity.
fn advance_physics(
fixed_time: Res<Time<Fixed>>,
mut query: Query<(
&mut PhysicalTranslation,
&mut PreviousPhysicalTranslation,
&Velocity,
)>,
) {
for (mut current_physical_translation, mut previous_physical_translation, velocity) in
query.iter_mut()
{
previous_physical_translation.0 = current_physical_translation.0;
current_physical_translation.0 += velocity.0 * fixed_time.delta_seconds();
}
}
fn update_rendered_transform(
fixed_time: Res<Time<Fixed>>,
mut query: Query<(
&mut Transform,
&PhysicalTranslation,
&PreviousPhysicalTranslation,
)>,
) {
for (mut transform, current_physical_translation, previous_physical_translation) in
query.iter_mut()
{
let previous = previous_physical_translation.0;
let current = current_physical_translation.0;
// The overstep fraction is a value between 0 and 1 that tells us how far we are between two fixed timesteps.
let alpha = fixed_time.overstep_fraction();
let rendered_translation = previous.lerp(current, alpha);
transform.translation = rendered_translation;
}
}