bevy/examples/movement/physics_in_fixed_timestep.rs
Zachary Harrold 5241e09671
Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.

```rust
/* Valid */
/// - Item 1
///   Run-on sentence.
/// - Item 2
struct Foo;

/* Invalid */
/// - Item 1
///     Run-on sentence.
/// - Item 2
struct Foo;
```

### Implicit `!` to `()` Conversion

`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.

The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.

So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).

```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);

// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```

### Temporary Variable Lifetimes

The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.

### `gen` is a keyword

We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).

### Formatting has changed

Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`

```toml
style_edition = "2021"
```

This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.

### New `use<>` Opt-Out Syntax

Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.

### `MyUnitStruct { .. }` is an invalid pattern

Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.

### Pretty much every use of `ref` and `mut` are gone

Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.

### `iter::repeat(...).take(...)` is bad

New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.

## Migration Guide

The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.

## Notes

- Check the individual commits for a clearer breakdown for what
_actually_ changed.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +00:00

244 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;
}
}