bevy/examples/movement/physics_in_fixed_timestep.rs
Jan Hohenheim 36fb83fa42
Port the physics in fixed timestep example to 3D (#20089)
# Objective

Since I originally wrote this example, many people on Discord have asked
me specifically how to handle camera movement in and around fixed
timesteps. I had to write that information up maaaany times, so I
believe this is an area where the example falls short of.

## Solution

Let's port the example to 3D, where we can better showcase how to handle
the camera. The knowledge is trivially transferable to 2D :)
Also, we don't need to average out continuous input. Just using the last
one is fine in practice. Still, we need to keep around the
`AccumulatedInput` resource for things like jumping.

## Testing


https://github.com/user-attachments/assets/c1306d36-1f94-43b6-b8f6-af1cbb622698

## Notes

- The current implementation is extremely faithful to how it will look
like in practice when writing a 3D game using e.g. Avian. With the
exception that Avian does the part with the actual physics of course
- I'd love to showcase how to map sequences of inputs to fixed updates,
but winit does not export timestamps
- I'd also like to showcase instantaneous inputs like activating a boost
or shooting a laser, but that would make the example even bigger
- Not locking the cursor because doing so correctly on Wasm in the
current Bevy version is not trivial at all

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2025-07-14 21:20:19 +00:00

418 lines
20 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.
//!
//! If we decide to use a fixed timestep, our game logic should mostly go in the `FixedUpdate` schedule.
//! One notable exception is the camera. Cameras should update as often as possible, or the player will very quickly
//! notice choppy movement if it's only updated at the same rate as the physics simulation. So, we use a variable timestep for the camera,
//! updating its transform every frame. The question now is which schedule to use. That depends on whether the camera data is required
//! for the physics simulation to run or not.
//! For example, in 3D games, the camera rotation often determines which direction the player moves when pressing "W",
//! so we need to rotate the camera *before* the fixed timestep. In contrast, the translation of the camera depends on what the physics simulation
//! has calculated for the player's position. Therefore, we need to update the camera's translation *after* the fixed timestep. Fortunately,
//! we can get smooth movement by simply using the interpolated player translation for the camera as well.
//!
//! ## 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 `RunFixedMainLoopSystems::BeforeFixedMainLoop`,
//! which runs before the fixed timestep loop. This is run every frame.
//! - Rotate the camera based on the player's input. This is also run in `RunFixedMainLoopSystems::BeforeFixedMainLoop`.
//! - 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 `RunFixedMainLoopSystems::AfterFixedMainLoop`,
//! which runs after the fixed timestep loop. This is run every frame.
//! - Update the camera's translation to the player's interpolated translation. This is also run in `RunFixedMainLoopSystems::AfterFixedMainLoop`.
//!
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:---------------------|:--------------|
//! | `W` | Move up |
//! | `S` | Move down |
//! | `A` | Move left |
//! | `D` | Move right |
//! | Mouse | Rotate camera |
use std::f32::consts::FRAC_PI_2;
use bevy::{color::palettes::tailwind, input::mouse::AccumulatedMouseMotion, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<DidFixedTimestepRunThisFrame>()
.add_systems(Startup, (spawn_text, spawn_player, spawn_environment))
// At the beginning of each frame, clear the flag that indicates whether the fixed timestep has run this frame.
.add_systems(PreUpdate, clear_fixed_timestep_flag)
// At the beginning of each fixed timestep, set the flag that indicates whether the fixed timestep has run this frame.
.add_systems(FixedPreUpdate, set_fixed_time_step_flag)
// 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 camera needs to be rotated before the physics simulation is advanced in before the fixed timestep loop,
// so that the physics simulation can use the current rotation.
// 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.
rotate_camera,
// Accumulate our input before the fixed timestep loop to tell the physics simulation what it should do during the fixed timestep.
accumulate_input,
)
.chain()
.in_set(RunFixedMainLoopSystems::BeforeFixedMainLoop),
(
// Clear our accumulated input after it was processed during the fixed timestep.
// By clearing the input *after* the fixed timestep, we can still use `AccumulatedInput` inside `FixedUpdate` if we need it.
clear_input.run_if(did_fixed_timestep_run_this_frame),
// 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,
// The camera can then use the interpolated transform to position itself correctly.
translate_camera,
)
.chain()
.in_set(RunFixedMainLoopSystems::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 {
// The player's movement input (WASD).
movement: Vec2,
// Other input that could make sense would be e.g.
// boost: bool
}
/// 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 and a 3D camera. We could also spawn the camera as a child of the player,
/// but in practice, they are usually spawned separately so that the player's rotation does not
/// influence the camera's rotation.
fn spawn_player(mut commands: Commands) {
commands.spawn((Camera3d::default(), CameraSensitivity::default()));
commands.spawn((
Name::new("Player"),
Transform::from_scale(Vec3::splat(0.3)),
AccumulatedInput::default(),
Velocity::default(),
PhysicalTranslation::default(),
PreviousPhysicalTranslation::default(),
));
}
/// Spawn a field of floating spheres to fly around in
fn spawn_environment(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let sphere_material = materials.add(Color::from(tailwind::SKY_200));
let sphere_mesh = meshes.add(Sphere::new(0.3));
let spheres_in_x = 6;
let spheres_in_y = 4;
let spheres_in_z = 10;
let distance = 3.0;
for x in 0..spheres_in_x {
for y in 0..spheres_in_y {
for z in 0..spheres_in_z {
let translation = Vec3::new(
x as f32 * distance - (spheres_in_x as f32 - 1.0) * distance / 2.0,
y as f32 * distance - (spheres_in_y as f32 - 1.0) * distance / 2.0,
z as f32 * distance - (spheres_in_z as f32 - 1.0) * distance / 2.0,
);
commands.spawn((
Name::new("Sphere"),
Transform::from_translation(translation),
Mesh3d(sphere_mesh.clone()),
MeshMaterial3d(sphere_material.clone()),
));
}
}
}
commands.spawn((
DirectionalLight::default(),
Transform::default().looking_to(Vec3::new(-1.0, -3.0, 0.5), Vec3::Y),
));
}
/// Spawn a bit of UI text to explain how to move the player.
fn spawn_text(mut commands: Commands) {
let font = TextFont {
font_size: 25.0,
..default()
};
commands.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
flex_direction: FlexDirection::Column,
..default()
},
children![
(Text::new("Move the player with WASD"), font.clone()),
(Text::new("Rotate the camera with the mouse"), font)
],
));
}
fn rotate_camera(
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
player: Single<(&mut Transform, &CameraSensitivity), With<Camera>>,
) {
let (mut transform, camera_sensitivity) = player.into_inner();
let delta = accumulated_mouse_motion.delta;
if delta != Vec2::ZERO {
// Note that we are not multiplying by delta time here.
// The reason is that for mouse movement, we already get the full movement that happened since the last frame.
// This means that if we multiply by delta time, we will get a smaller rotation than intended by the user.
let delta_yaw = -delta.x * camera_sensitivity.x;
let delta_pitch = -delta.y * camera_sensitivity.y;
let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
let yaw = yaw + delta_yaw;
// If the pitch was ±¹⁄₂ π, the camera would look straight up or down.
// When the user wants to move the camera back to the horizon, which way should the camera face?
// The camera has no way of knowing what direction was "forward" before landing in that extreme position,
// so the direction picked will for all intents and purposes be arbitrary.
// Another issue is that for mathematical reasons, the yaw will effectively be flipped when the pitch is at the extremes.
// To not run into these issues, we clamp the pitch to a safe range.
const PITCH_LIMIT: f32 = FRAC_PI_2 - 0.01;
let pitch = (pitch + delta_pitch).clamp(-PITCH_LIMIT, PITCH_LIMIT);
transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
}
}
#[derive(Debug, Component, Deref, DerefMut)]
struct CameraSensitivity(Vec2);
impl Default for CameraSensitivity {
fn default() -> Self {
Self(
// These factors are just arbitrary mouse sensitivity values.
// It's often nicer to have a faster horizontal sensitivity than vertical.
// We use a component for them so that we can make them user-configurable at runtime
// for accessibility reasons.
// It also allows you to inspect them in an editor if you `Reflect` the component.
Vec2::new(0.003, 0.002),
)
}
}
/// 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 use the last available input.
/// That strategy works fine for us since the user continuously presses the input keys in this example.
/// If we had some kind of instantaneous action like activating a boost ability, we would need to remember that that input
/// was pressed at some point since the last fixed timestep.
fn accumulate_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
player: Single<(&mut AccumulatedInput, &mut Velocity)>,
camera: Single<&Transform, With<Camera>>,
) {
/// Since Bevy's 3D renderer assumes SI units, this has the unit of meters per second.
/// Note that about 1.5 is the average walking speed of a human.
const SPEED: f32 = 4.0;
let (mut input, mut velocity) = player.into_inner();
// Reset the input to zero before reading the new input. As mentioned above, we can only do this
// because this is continuously pressed by the user. Do not reset e.g. whether the user wants to boost.
input.movement = Vec2::ZERO;
if keyboard_input.pressed(KeyCode::KeyW) {
input.movement.y += 1.0;
}
if keyboard_input.pressed(KeyCode::KeyS) {
input.movement.y -= 1.0;
}
if keyboard_input.pressed(KeyCode::KeyA) {
input.movement.x -= 1.0;
}
if keyboard_input.pressed(KeyCode::KeyD) {
input.movement.x += 1.0;
}
// Remap the 2D input to Bevy's 3D coordinate system.
// Pressing W makes `input.y` go up. Since Bevy assumes that -Z is forward, we make our new Z equal to -input.y
let input_3d = Vec3 {
x: input.movement.x,
y: 0.0,
z: -input.movement.y,
};
// Rotate the input so that forward is aligned with the camera's forward direction.
let rotated_input = camera.rotation * input_3d;
// We need to normalize and scale because otherwise
// diagonal movement would be faster than horizontal or vertical movement.
// We use `clamp_length_max` instead of `.normalize_or_zero()` because gamepad input
// may be smaller than 1.0 when the player is pushing the stick just a little bit.
velocity.0 = rotated_input.clamp_length_max(1.0) * SPEED;
}
/// A simple resource that tells us whether the fixed timestep ran this frame.
#[derive(Resource, Debug, Deref, DerefMut, Default)]
pub struct DidFixedTimestepRunThisFrame(bool);
/// Reset the flag at the start of every frame.
fn clear_fixed_timestep_flag(
mut did_fixed_timestep_run_this_frame: ResMut<DidFixedTimestepRunThisFrame>,
) {
did_fixed_timestep_run_this_frame.0 = false;
}
/// Set the flag during each fixed timestep.
fn set_fixed_time_step_flag(
mut did_fixed_timestep_run_this_frame: ResMut<DidFixedTimestepRunThisFrame>,
) {
did_fixed_timestep_run_this_frame.0 = true;
}
fn did_fixed_timestep_run_this_frame(
did_fixed_timestep_run_this_frame: Res<DidFixedTimestepRunThisFrame>,
) -> bool {
did_fixed_timestep_run_this_frame.0
}
// Clear the input after it was processed in the fixed timestep.
fn clear_input(mut input: Single<&mut AccumulatedInput>) {
**input = AccumulatedInput::default();
}
/// 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_secs();
}
}
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;
}
}
// Sync the camera's position with the player's interpolated position
fn translate_camera(
mut camera: Single<&mut Transform, With<Camera>>,
player: Single<&Transform, (With<AccumulatedInput>, Without<Camera>)>,
) {
camera.translation = player.translation;
}