bevy/examples/movement/physics_in_fixed_timestep.rs
Carter Anderson 015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective

Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)

## Solution

As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.

This accomplishes a number of goals:

## Ergonomics wins

Specifying both `Node` and `Style` is now no longer required for
non-default styles

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

## Conceptual clarity

`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).

By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.

## Next Steps

* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.

---

## Migration Guide

Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:

Before:
```rust
fn system(nodes: Query<&Node>) {
    for node in &nodes {
        let computed_size = node.size();
    }
}
```

After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
    for computed_node in &computed_nodes {
        let computed_size = computed_node.size();
    }
}
```
2024-10-18 22:25:33 +00:00

243 lines
12 KiB
Rust

//! 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_secs();
//! ```
//! 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 inputs since the last physics update are stored in the `AccumulatedInput` component.
//! - 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:
//! - Accumulate the player's input and set the current speed in the `handle_input` system.
//! This is run in the `RunFixedMainLoop` schedule, ordered in `RunFixedMainLoopSystem::BeforeFixedMainLoop`,
//! which runs before the fixed timestep loop. This is run every frame.
//! - Advance the physics simulation by one fixed timestep in the `advance_physics` system.
//! Accumulated input is consumed here.
//! This is run in the `FixedUpdate` schedule, which runs zero or multiple times per frame.
//! - Update the player's visual representation in the `interpolate_rendered_transform` system.
//! This interpolates between the player's previous and current position in the physics simulation.
//! It is run in the `RunFixedMainLoop` schedule, ordered in `RunFixedMainLoopSystem::AfterFixedMainLoop`,
//! which runs after the fixed timestep loop. This is run every frame.
//!
//!
//! ## 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))
// Advance the physics simulation using a fixed timestep.
.add_systems(FixedUpdate, advance_physics)
.add_systems(
// The `RunFixedMainLoop` schedule allows us to schedule systems to run before and after the fixed timestep loop.
RunFixedMainLoop,
(
// The physics simulation needs to know the player's input, so we run this before the fixed timestep loop.
// Note that if we ran it in `Update`, it would be too late, as the physics simulation would already have been advanced.
// If we ran this in `FixedUpdate`, it would sometimes not register player input, as that schedule may run zero times per frame.
handle_input.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop),
// The player's visual representation needs to be updated after the physics simulation has been advanced.
// This could be run in `Update`, but if we run it here instead, the systems in `Update`
// will be working with the `Transform` that will actually be shown on screen.
interpolate_rendered_transform.in_set(RunFixedMainLoopSystem::AfterFixedMainLoop),
),
)
.run();
}
/// A vector representing the player's input, accumulated over all frames that ran
/// since the last time the physics simulation was advanced.
#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
struct AccumulatedInput(Vec2);
/// A vector representing the player's velocity in the physics simulation.
#[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 `interpolate_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(Camera2d);
commands.spawn((
Name::new("Player"),
Sprite::from_image(asset_server.load("branding/icon.png")),
Transform::from_scale(Vec3::splat(0.3)),
AccumulatedInput::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(Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
})
.with_child((
Text::new("Move the player with WASD"),
TextFont {
font_size: 25.0,
..default()
},
));
}
/// Handle keyboard input and accumulate it in the `AccumulatedInput` component.
///
/// There are many strategies for how to handle all the input that happened since the last fixed timestep.
/// This is a very simple one: we just accumulate the input and average it out by normalizing it.
fn handle_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<(&mut AccumulatedInput, &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 input, mut velocity) in query.iter_mut() {
if keyboard_input.pressed(KeyCode::KeyW) {
input.y += 1.0;
}
if keyboard_input.pressed(KeyCode::KeyS) {
input.y -= 1.0;
}
if keyboard_input.pressed(KeyCode::KeyA) {
input.x -= 1.0;
}
if keyboard_input.pressed(KeyCode::KeyD) {
input.x += 1.0;
}
// Need to normalize and scale because otherwise
// diagonal movement would be faster than horizontal or vertical movement.
// This effectively averages the accumulated input.
velocity.0 = input.extend(0.0).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,
&mut AccumulatedInput,
&Velocity,
)>,
) {
for (
mut current_physical_translation,
mut previous_physical_translation,
mut input,
velocity,
) in query.iter_mut()
{
previous_physical_translation.0 = current_physical_translation.0;
current_physical_translation.0 += velocity.0 * fixed_time.delta_secs();
// Reset the input accumulator, as we are currently consuming all input that happened since the last fixed timestep.
input.0 = Vec2::ZERO;
}
}
fn interpolate_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;
}
}