mirror of
https://github.com/bevyengine/bevy
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c92ee31779
# Objective - Fixes #14873, see that issue for a whole lot of context ## Solution - Add a blessed system set for this stuff. See [this Discord discussion](https://discord.com/channels/691052431525675048/749335865876021248/1276262931327094908). Note that the gizmo systems, [LWIM](https://github.com/Leafwing-Studios/leafwing-input-manager/pull/522/files#diff-9b59ee4899ad0a5d008889ea89a124a7291316532e42f9f3d6ae842b906fb095R154) and now a new plugin I'm working on are all already ordering against `run_fixed_main_schedule`, so having a dedicated system set should be more robust and hopefully also more discoverable. --- ## ~~Showcase~~ ~~I can add a little video of a smooth camera later if this gets merged :)~~ Apparently a release note is not needed, so I'll leave it out. See the changes in the fixed timestep example for usage showcase and the video in #14873 for a more or less accurate video of the effect (it does not use the same solution though, so it is not quite the same) ## Migration Guide [run_fixed_main_schedule](https://docs.rs/bevy/latest/bevy/time/fn.run_fixed_main_schedule.html) is no longer public. If you used to order against it, use the new dedicated `RunFixedMainLoopSystem` system set instead. You can replace your usage of `run_fixed_main_schedule` one for one by `RunFixedMainLoopSystem::FixedMainLoop`, but it is now more idiomatic to place your systems in either `RunFixedMainLoopSystem::BeforeFixedMainLoop` or `RunFixedMainLoopSystem::AfterFixedMainLoop` Old: ```rust app.add_systems( RunFixedMainLoop, some_system.before(run_fixed_main_schedule) ); ``` New: ```rust app.add_systems( RunFixedMainLoop, some_system.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop) ); ``` --------- Co-authored-by: Tau Gärtli <git@tau.garden>
361 lines
13 KiB
Rust
361 lines
13 KiB
Rust
use bevy_app::FixedMain;
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use bevy_ecs::world::World;
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#[cfg(feature = "bevy_reflect")]
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use bevy_reflect::Reflect;
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use bevy_utils::Duration;
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use crate::{time::Time, virt::Virtual};
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/// The fixed timestep game clock following virtual time.
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///
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/// A specialization of the [`Time`] structure. **For method documentation, see
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/// [`Time<Fixed>#impl-Time<Fixed>`].**
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///
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/// It is automatically inserted as a resource by
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/// [`TimePlugin`](crate::TimePlugin) and updated based on
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/// [`Time<Virtual>`](Virtual). The fixed clock is automatically set as the
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/// generic [`Time`] resource during [`FixedUpdate`](bevy_app::FixedUpdate)
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/// schedule processing.
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///
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/// The fixed timestep clock advances in fixed-size increments, which is
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/// extremely useful for writing logic (like physics) that should have
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/// consistent behavior, regardless of framerate.
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///
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/// The default [`timestep()`](Time::timestep) is 64 hertz, or 15625
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/// microseconds. This value was chosen because using 60 hertz has the potential
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/// for a pathological interaction with the monitor refresh rate where the game
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/// alternates between running two fixed timesteps and zero fixed timesteps per
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/// frame (for example when running two fixed timesteps takes longer than a
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/// frame). Additionally, the value is a power of two which losslessly converts
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/// into [`f32`] and [`f64`].
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///
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/// To run a system on a fixed timestep, add it to one of the [`FixedMain`]
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/// schedules, most commonly [`FixedUpdate`](bevy_app::FixedUpdate).
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///
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/// This schedule is run a number of times between
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/// [`PreUpdate`](bevy_app::PreUpdate) and [`Update`](bevy_app::Update)
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/// according to the accumulated [`overstep()`](Time::overstep) time divided by
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/// the [`timestep()`](Time::timestep). This means the schedule may run 0, 1 or
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/// more times during a single update (which typically corresponds to a rendered
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/// frame).
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///
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/// `Time<Fixed>` and the generic [`Time`] resource will report a
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/// [`delta()`](Time::delta) equal to [`timestep()`](Time::timestep) and always
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/// grow [`elapsed()`](Time::elapsed) by one [`timestep()`](Time::timestep) per
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/// iteration.
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///
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/// The fixed timestep clock follows the [`Time<Virtual>`](Virtual) clock, which
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/// means it is affected by [`pause()`](Time::pause),
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/// [`set_relative_speed()`](Time::set_relative_speed) and
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/// [`set_max_delta()`](Time::set_max_delta) from virtual time. If the virtual
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/// clock is paused, the [`FixedUpdate`](bevy_app::FixedUpdate) schedule will
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/// not run. It is guaranteed that the [`elapsed()`](Time::elapsed) time in
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/// `Time<Fixed>` is always between the previous `elapsed()` and the current
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/// `elapsed()` value in `Time<Virtual>`, so the values are compatible.
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///
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/// Changing the timestep size while the game is running should not normally be
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/// done, as having a regular interval is the point of this schedule, but it may
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/// be necessary for effects like "bullet-time" if the normal granularity of the
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/// fixed timestep is too big for the slowed down time. In this case,
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/// [`set_timestep()`](Time::set_timestep) and be called to set a new value. The
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/// new value will be used immediately for the next run of the
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/// [`FixedUpdate`](bevy_app::FixedUpdate) schedule, meaning that it will affect
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/// the [`delta()`](Time::delta) value for the very next
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/// [`FixedUpdate`](bevy_app::FixedUpdate), even if it is still during the same
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/// frame. Any [`overstep()`](Time::overstep) present in the accumulator will be
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/// processed according to the new [`timestep()`](Time::timestep) value.
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#[derive(Debug, Copy, Clone)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect))]
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pub struct Fixed {
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timestep: Duration,
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overstep: Duration,
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}
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impl Time<Fixed> {
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/// Corresponds to 64 Hz.
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const DEFAULT_TIMESTEP: Duration = Duration::from_micros(15625);
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/// Return new fixed time clock with given timestep as [`Duration`]
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///
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/// # Panics
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///
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/// Panics if `timestep` is zero.
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pub fn from_duration(timestep: Duration) -> Self {
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let mut ret = Self::default();
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ret.set_timestep(timestep);
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ret
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}
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/// Return new fixed time clock with given timestep seconds as `f64`
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///
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/// # Panics
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///
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/// Panics if `seconds` is zero, negative or not finite.
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pub fn from_seconds(seconds: f64) -> Self {
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let mut ret = Self::default();
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ret.set_timestep_seconds(seconds);
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ret
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}
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/// Return new fixed time clock with given timestep frequency in Hertz (1/seconds)
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///
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/// # Panics
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///
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/// Panics if `hz` is zero, negative or not finite.
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pub fn from_hz(hz: f64) -> Self {
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let mut ret = Self::default();
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ret.set_timestep_hz(hz);
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ret
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}
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/// Returns the amount of virtual time that must pass before the fixed
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/// timestep schedule is run again.
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#[inline]
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pub fn timestep(&self) -> Duration {
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self.context().timestep
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}
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/// Sets the amount of virtual time that must pass before the fixed timestep
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/// schedule is run again, as [`Duration`].
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///
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/// Takes effect immediately on the next run of the schedule, respecting
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/// what is currently in [`Self::overstep`].
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///
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/// # Panics
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///
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/// Panics if `timestep` is zero.
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#[inline]
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pub fn set_timestep(&mut self, timestep: Duration) {
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assert_ne!(
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timestep,
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Duration::ZERO,
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"attempted to set fixed timestep to zero"
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);
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self.context_mut().timestep = timestep;
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}
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/// Sets the amount of virtual time that must pass before the fixed timestep
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/// schedule is run again, as seconds.
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///
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/// Timestep is stored as a [`Duration`], which has fixed nanosecond
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/// resolution and will be converted from the floating point number.
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///
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/// Takes effect immediately on the next run of the schedule, respecting
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/// what is currently in [`Self::overstep`].
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///
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/// # Panics
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///
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/// Panics if `seconds` is zero, negative or not finite.
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#[inline]
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pub fn set_timestep_seconds(&mut self, seconds: f64) {
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assert!(
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seconds.is_sign_positive(),
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"seconds less than or equal to zero"
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);
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assert!(seconds.is_finite(), "seconds is infinite");
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self.set_timestep(Duration::from_secs_f64(seconds));
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}
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/// Sets the amount of virtual time that must pass before the fixed timestep
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/// schedule is run again, as frequency.
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///
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/// The timestep value is set to `1 / hz`, converted to a [`Duration`] which
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/// has fixed nanosecond resolution.
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///
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/// Takes effect immediately on the next run of the schedule, respecting
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/// what is currently in [`Self::overstep`].
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///
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/// # Panics
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///
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/// Panics if `hz` is zero, negative or not finite.
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#[inline]
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pub fn set_timestep_hz(&mut self, hz: f64) {
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assert!(hz.is_sign_positive(), "Hz less than or equal to zero");
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assert!(hz.is_finite(), "Hz is infinite");
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self.set_timestep_seconds(1.0 / hz);
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}
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/// Returns the amount of overstep time accumulated toward new steps, as
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/// [`Duration`].
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#[inline]
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pub fn overstep(&self) -> Duration {
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self.context().overstep
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}
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/// Discard a part of the overstep amount.
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///
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/// If `discard` is higher than overstep, the overstep becomes zero.
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#[inline]
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pub fn discard_overstep(&mut self, discard: Duration) {
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let context = self.context_mut();
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context.overstep = context.overstep.saturating_sub(discard);
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}
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/// Returns the amount of overstep time accumulated toward new steps, as an
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/// [`f32`] fraction of the timestep.
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#[inline]
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pub fn overstep_fraction(&self) -> f32 {
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self.context().overstep.as_secs_f32() / self.context().timestep.as_secs_f32()
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}
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/// Returns the amount of overstep time accumulated toward new steps, as an
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/// [`f64`] fraction of the timestep.
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#[inline]
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pub fn overstep_fraction_f64(&self) -> f64 {
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self.context().overstep.as_secs_f64() / self.context().timestep.as_secs_f64()
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}
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fn accumulate(&mut self, delta: Duration) {
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self.context_mut().overstep += delta;
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}
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fn expend(&mut self) -> bool {
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let timestep = self.timestep();
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if let Some(new_value) = self.context_mut().overstep.checked_sub(timestep) {
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// reduce accumulated and increase elapsed by period
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self.context_mut().overstep = new_value;
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self.advance_by(timestep);
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true
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} else {
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// no more periods left in accumulated
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false
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}
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}
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}
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impl Default for Fixed {
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fn default() -> Self {
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Self {
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timestep: Time::<Fixed>::DEFAULT_TIMESTEP,
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overstep: Duration::ZERO,
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}
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}
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}
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/// Runs [`FixedMain`] zero or more times based on delta of
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/// [`Time<Virtual>`](Virtual) and [`Time::overstep`].
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/// You can order your systems relative to this by using
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/// [`RunFixedMainLoopSystem`](bevy_app::prelude::RunFixedMainLoopSystem).
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pub(super) fn run_fixed_main_schedule(world: &mut World) {
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let delta = world.resource::<Time<Virtual>>().delta();
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world.resource_mut::<Time<Fixed>>().accumulate(delta);
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// Run the schedule until we run out of accumulated time
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let _ = world.try_schedule_scope(FixedMain, |world, schedule| {
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while world.resource_mut::<Time<Fixed>>().expend() {
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*world.resource_mut::<Time>() = world.resource::<Time<Fixed>>().as_generic();
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schedule.run(world);
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}
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});
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*world.resource_mut::<Time>() = world.resource::<Time<Virtual>>().as_generic();
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}
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#[cfg(test)]
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mod test {
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use super::*;
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#[test]
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fn test_set_timestep() {
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let mut time = Time::<Fixed>::default();
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assert_eq!(time.timestep(), Time::<Fixed>::DEFAULT_TIMESTEP);
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time.set_timestep(Duration::from_millis(500));
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assert_eq!(time.timestep(), Duration::from_millis(500));
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time.set_timestep_seconds(0.25);
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assert_eq!(time.timestep(), Duration::from_millis(250));
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time.set_timestep_hz(8.0);
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assert_eq!(time.timestep(), Duration::from_millis(125));
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}
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#[test]
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fn test_expend() {
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let mut time = Time::<Fixed>::from_seconds(2.0);
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assert_eq!(time.delta(), Duration::ZERO);
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assert_eq!(time.elapsed(), Duration::ZERO);
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time.accumulate(Duration::from_secs(1));
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assert_eq!(time.delta(), Duration::ZERO);
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assert_eq!(time.elapsed(), Duration::ZERO);
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assert_eq!(time.overstep(), Duration::from_secs(1));
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assert_eq!(time.overstep_fraction(), 0.5);
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assert_eq!(time.overstep_fraction_f64(), 0.5);
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assert!(!time.expend()); // false
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assert_eq!(time.delta(), Duration::ZERO);
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assert_eq!(time.elapsed(), Duration::ZERO);
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assert_eq!(time.overstep(), Duration::from_secs(1));
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assert_eq!(time.overstep_fraction(), 0.5);
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assert_eq!(time.overstep_fraction_f64(), 0.5);
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time.accumulate(Duration::from_secs(1));
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assert_eq!(time.delta(), Duration::ZERO);
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assert_eq!(time.elapsed(), Duration::ZERO);
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assert_eq!(time.overstep(), Duration::from_secs(2));
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assert_eq!(time.overstep_fraction(), 1.0);
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assert_eq!(time.overstep_fraction_f64(), 1.0);
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assert!(time.expend()); // true
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assert_eq!(time.delta(), Duration::from_secs(2));
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assert_eq!(time.elapsed(), Duration::from_secs(2));
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assert_eq!(time.overstep(), Duration::ZERO);
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assert_eq!(time.overstep_fraction(), 0.0);
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assert_eq!(time.overstep_fraction_f64(), 0.0);
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assert!(!time.expend()); // false
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assert_eq!(time.delta(), Duration::from_secs(2));
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assert_eq!(time.elapsed(), Duration::from_secs(2));
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assert_eq!(time.overstep(), Duration::ZERO);
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assert_eq!(time.overstep_fraction(), 0.0);
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assert_eq!(time.overstep_fraction_f64(), 0.0);
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time.accumulate(Duration::from_secs(1));
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assert_eq!(time.delta(), Duration::from_secs(2));
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assert_eq!(time.elapsed(), Duration::from_secs(2));
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assert_eq!(time.overstep(), Duration::from_secs(1));
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assert_eq!(time.overstep_fraction(), 0.5);
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assert_eq!(time.overstep_fraction_f64(), 0.5);
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assert!(!time.expend()); // false
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assert_eq!(time.delta(), Duration::from_secs(2));
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assert_eq!(time.elapsed(), Duration::from_secs(2));
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assert_eq!(time.overstep(), Duration::from_secs(1));
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assert_eq!(time.overstep_fraction(), 0.5);
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assert_eq!(time.overstep_fraction_f64(), 0.5);
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}
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#[test]
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fn test_expend_multiple() {
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let mut time = Time::<Fixed>::from_seconds(2.0);
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time.accumulate(Duration::from_secs(7));
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assert_eq!(time.overstep(), Duration::from_secs(7));
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assert!(time.expend()); // true
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assert_eq!(time.elapsed(), Duration::from_secs(2));
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assert_eq!(time.overstep(), Duration::from_secs(5));
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assert!(time.expend()); // true
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assert_eq!(time.elapsed(), Duration::from_secs(4));
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assert_eq!(time.overstep(), Duration::from_secs(3));
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assert!(time.expend()); // true
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assert_eq!(time.elapsed(), Duration::from_secs(6));
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assert_eq!(time.overstep(), Duration::from_secs(1));
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assert!(!time.expend()); // false
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assert_eq!(time.elapsed(), Duration::from_secs(6));
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assert_eq!(time.overstep(), Duration::from_secs(1));
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}
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}
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