bevy/examples/movement/physics_in_fixed_timestep.rs
Jan Hohenheim d0e606b87c
Add an example for doing movement in fixed timesteps (#14223)
_copy-pasted from my doc comment in the code_

# Objective

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/).

## Motivation

The naive way of moving a player is to just update their position like
so:
```rust
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:
```rust
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 last 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 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_displayed_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.

## Relevant Issues

Related to #1259.
I'm also fairly sure I've seen an issue somewhere made by
@alice-i-cecile about showing how to move a character correctly in a
fixed timestep, but I cannot find it.
2024-07-09 14:23:10 +00:00

213 lines
9.7 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_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;
}
}