physics_in_fixed_timestep/physics_in_fixed_timestep.rs
1//! This example shows how to properly handle player input,
2//! advance a physics simulation in a fixed timestep, and display the results.
3//!
4//! The classic source for how and why this is done is Glenn Fiedler's article
5//! [Fix Your Timestep!](https://gafferongames.com/post/fix_your_timestep/).
6//! For a more Bevy-centric source, see
7//! [this cheatbook entry](https://bevy-cheatbook.github.io/fundamentals/fixed-timestep.html).
8//!
9//! ## Motivation
10//!
11//! The naive way of moving a player is to just update their position like so:
12//! ```no_run
13//! transform.translation += velocity;
14//! ```
15//! The issue here is that the player's movement speed will be tied to the frame rate.
16//! Faster machines will move the player faster, and slower machines will move the player slower.
17//! In fact, you can observe this today when running some old games that did it this way on modern hardware!
18//! The player will move at a breakneck pace.
19//!
20//! The more sophisticated way is to update the player's position based on the time that has passed:
21//! ```no_run
22//! transform.translation += velocity * time.delta_secs();
23//! ```
24//! This way, velocity represents a speed in units per second, and the player will move at the same speed
25//! regardless of the frame rate.
26//!
27//! However, this can still be problematic if the frame rate is very low or very high.
28//! If the frame rate is very low, the player will move in large jumps. This may lead to
29//! a player moving in such large jumps that they pass through walls or other obstacles.
30//! In general, you cannot expect a physics simulation to behave nicely with *any* delta time.
31//! Ideally, we want to have some stability in what kinds of delta times we feed into our physics simulation.
32//!
33//! The solution is using a fixed timestep. This means that we advance the physics simulation by a fixed amount
34//! at a time. If the real time that passed between two frames is less than the fixed timestep, we simply
35//! don't advance the physics simulation at all.
36//! If it is more, we advance the physics simulation multiple times until we catch up.
37//! You can read more about how Bevy implements this in the documentation for
38//! [`bevy::time::Fixed`](https://docs.rs/bevy/latest/bevy/time/struct.Fixed.html).
39//!
40//! This leaves us with a last problem, however. If our physics simulation may advance zero or multiple times
41//! per frame, there may be frames in which the player's position did not need to be updated at all,
42//! and some where it is updated by a large amount that resulted from running the physics simulation multiple times.
43//! This is physically correct, but visually jarring. Imagine a player moving in a straight line, but depending on the frame rate,
44//! they may sometimes advance by a large amount and sometimes not at all. Visually, we want the player to move smoothly.
45//! This is why we need to separate the player's position in the physics simulation from the player's position in the visual representation.
46//! The visual representation can then be interpolated smoothly based on the previous and current actual player position in the physics simulation.
47//!
48//! This is a tradeoff: every visual frame is now slightly lagging behind the actual physical frame,
49//! but in return, the player's movement will appear smooth.
50//! There are other ways to compute the visual representation of the player, such as extrapolation.
51//! See the [documentation of the lightyear crate](https://cbournhonesque.github.io/lightyear/book/concepts/advanced_replication/visual_interpolation.html)
52//! for a nice overview of the different methods and their respective tradeoffs.
53//!
54//! If we decide to use a fixed timestep, our game logic should mostly go in the `FixedUpdate` schedule.
55//! One notable exception is the camera. Cameras should update as often as possible, or the player will very quickly
56//! 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,
57//! updating its transform every frame. The question now is which schedule to use. That depends on whether the camera data is required
58//! for the physics simulation to run or not.
59//! For example, in 3D games, the camera rotation often determines which direction the player moves when pressing "W",
60//! so we need to rotate the camera *before* the fixed timestep. In contrast, the translation of the camera depends on what the physics simulation
61//! has calculated for the player's position. Therefore, we need to update the camera's translation *after* the fixed timestep. Fortunately,
62//! we can get smooth movement by simply using the interpolated player translation for the camera as well.
63//!
64//! ## Implementation
65//!
66//! - The player's inputs since the last physics update are stored in the `AccumulatedInput` component.
67//! - The player's velocity is stored in a `Velocity` component. This is the speed in units per second.
68//! - The player's current position in the physics simulation is stored in a `PhysicalTranslation` component.
69//! - The player's previous position in the physics simulation is stored in a `PreviousPhysicalTranslation` component.
70//! - The player's visual representation is stored in Bevy's regular `Transform` component.
71//! - Every frame, we go through the following steps:
72//! - Accumulate the player's input and set the current speed in the `handle_input` system.
73//! This is run in the `RunFixedMainLoop` schedule, ordered in `RunFixedMainLoopSystems::BeforeFixedMainLoop`,
74//! which runs before the fixed timestep loop. This is run every frame.
75//! - Rotate the camera based on the player's input. This is also run in `RunFixedMainLoopSystems::BeforeFixedMainLoop`.
76//! - Advance the physics simulation by one fixed timestep in the `advance_physics` system.
77//! Accumulated input is consumed here.
78//! This is run in the `FixedUpdate` schedule, which runs zero or multiple times per frame.
79//! - Update the player's visual representation in the `interpolate_rendered_transform` system.
80//! This interpolates between the player's previous and current position in the physics simulation.
81//! It is run in the `RunFixedMainLoop` schedule, ordered in `RunFixedMainLoopSystems::AfterFixedMainLoop`,
82//! which runs after the fixed timestep loop. This is run every frame.
83//! - Update the camera's translation to the player's interpolated translation. This is also run in `RunFixedMainLoopSystems::AfterFixedMainLoop`.
84//!
85//!
86//! ## Controls
87//!
88//! | Key Binding | Action |
89//! |:---------------------|:--------------|
90//! | `W` | Move up |
91//! | `S` | Move down |
92//! | `A` | Move left |
93//! | `D` | Move right |
94//! | Mouse | Rotate camera |
95
96use std::f32::consts::FRAC_PI_2;
97
98use bevy::{color::palettes::tailwind, input::mouse::AccumulatedMouseMotion, prelude::*};
99
100fn main() {
101 App::new()
102 .add_plugins(DefaultPlugins)
103 .init_resource::<DidFixedTimestepRunThisFrame>()
104 .add_systems(Startup, (spawn_text, spawn_player, spawn_environment))
105 // At the beginning of each frame, clear the flag that indicates whether the fixed timestep has run this frame.
106 .add_systems(PreUpdate, clear_fixed_timestep_flag)
107 // At the beginning of each fixed timestep, set the flag that indicates whether the fixed timestep has run this frame.
108 .add_systems(FixedPreUpdate, set_fixed_time_step_flag)
109 // Advance the physics simulation using a fixed timestep.
110 .add_systems(FixedUpdate, advance_physics)
111 .add_systems(
112 // The `RunFixedMainLoop` schedule allows us to schedule systems to run before and after the fixed timestep loop.
113 RunFixedMainLoop,
114 (
115 (
116 // The camera needs to be rotated before the physics simulation is advanced in before the fixed timestep loop,
117 // so that the physics simulation can use the current rotation.
118 // Note that if we ran it in `Update`, it would be too late, as the physics simulation would already have been advanced.
119 // If we ran this in `FixedUpdate`, it would sometimes not register player input, as that schedule may run zero times per frame.
120 rotate_camera,
121 // Accumulate our input before the fixed timestep loop to tell the physics simulation what it should do during the fixed timestep.
122 accumulate_input,
123 )
124 .chain()
125 .in_set(RunFixedMainLoopSystems::BeforeFixedMainLoop),
126 (
127 // Clear our accumulated input after it was processed during the fixed timestep.
128 // By clearing the input *after* the fixed timestep, we can still use `AccumulatedInput` inside `FixedUpdate` if we need it.
129 clear_input.run_if(did_fixed_timestep_run_this_frame),
130 // The player's visual representation needs to be updated after the physics simulation has been advanced.
131 // This could be run in `Update`, but if we run it here instead, the systems in `Update`
132 // will be working with the `Transform` that will actually be shown on screen.
133 interpolate_rendered_transform,
134 // The camera can then use the interpolated transform to position itself correctly.
135 translate_camera,
136 )
137 .chain()
138 .in_set(RunFixedMainLoopSystems::AfterFixedMainLoop),
139 ),
140 )
141 .run();
142}
143
144/// A vector representing the player's input, accumulated over all frames that ran
145/// since the last time the physics simulation was advanced.
146#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
147struct AccumulatedInput {
148 // The player's movement input (WASD).
149 movement: Vec2,
150 // Other input that could make sense would be e.g.
151 // boost: bool
152}
153
154/// A vector representing the player's velocity in the physics simulation.
155#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
156struct Velocity(Vec3);
157
158/// The actual position of the player in the physics simulation.
159/// This is separate from the `Transform`, which is merely a visual representation.
160///
161/// If you want to make sure that this component is always initialized
162/// with the same value as the `Transform`'s translation, you can
163/// use a [component lifecycle hook](https://docs.rs/bevy/0.14.0/bevy/ecs/component/struct.ComponentHooks.html)
164#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
165struct PhysicalTranslation(Vec3);
166
167/// The value [`PhysicalTranslation`] had in the last fixed timestep.
168/// Used for interpolation in the `interpolate_rendered_transform` system.
169#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
170struct PreviousPhysicalTranslation(Vec3);
171
172/// Spawn the player and a 3D camera. We could also spawn the camera as a child of the player,
173/// but in practice, they are usually spawned separately so that the player's rotation does not
174/// influence the camera's rotation.
175fn spawn_player(mut commands: Commands) {
176 commands.spawn((Camera3d::default(), CameraSensitivity::default()));
177 commands.spawn((
178 Name::new("Player"),
179 Transform::from_scale(Vec3::splat(0.3)),
180 AccumulatedInput::default(),
181 Velocity::default(),
182 PhysicalTranslation::default(),
183 PreviousPhysicalTranslation::default(),
184 ));
185}
186
187/// Spawn a field of floating spheres to fly around in
188fn spawn_environment(
189 mut commands: Commands,
190 mut meshes: ResMut<Assets<Mesh>>,
191 mut materials: ResMut<Assets<StandardMaterial>>,
192) {
193 let sphere_material = materials.add(Color::from(tailwind::SKY_200));
194 let sphere_mesh = meshes.add(Sphere::new(0.3));
195 let spheres_in_x = 6;
196 let spheres_in_y = 4;
197 let spheres_in_z = 10;
198 let distance = 3.0;
199 for x in 0..spheres_in_x {
200 for y in 0..spheres_in_y {
201 for z in 0..spheres_in_z {
202 let translation = Vec3::new(
203 x as f32 * distance - (spheres_in_x as f32 - 1.0) * distance / 2.0,
204 y as f32 * distance - (spheres_in_y as f32 - 1.0) * distance / 2.0,
205 z as f32 * distance - (spheres_in_z as f32 - 1.0) * distance / 2.0,
206 );
207 commands.spawn((
208 Name::new("Sphere"),
209 Transform::from_translation(translation),
210 Mesh3d(sphere_mesh.clone()),
211 MeshMaterial3d(sphere_material.clone()),
212 ));
213 }
214 }
215 }
216
217 commands.spawn((
218 DirectionalLight::default(),
219 Transform::default().looking_to(Vec3::new(-1.0, -3.0, 0.5), Vec3::Y),
220 ));
221}
222
223/// Spawn a bit of UI text to explain how to move the player.
224fn spawn_text(mut commands: Commands) {
225 let font = TextFont {
226 font_size: 25.0,
227 ..default()
228 };
229 commands.spawn((
230 Node {
231 position_type: PositionType::Absolute,
232 bottom: px(12),
233 left: px(12),
234 flex_direction: FlexDirection::Column,
235 ..default()
236 },
237 children![
238 (Text::new("Move the player with WASD"), font.clone()),
239 (Text::new("Rotate the camera with the mouse"), font)
240 ],
241 ));
242}
243
244fn rotate_camera(
245 accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
246 player: Single<(&mut Transform, &CameraSensitivity), With<Camera>>,
247) {
248 let (mut transform, camera_sensitivity) = player.into_inner();
249
250 let delta = accumulated_mouse_motion.delta;
251
252 if delta != Vec2::ZERO {
253 // Note that we are not multiplying by delta time here.
254 // The reason is that for mouse movement, we already get the full movement that happened since the last frame.
255 // This means that if we multiply by delta time, we will get a smaller rotation than intended by the user.
256 let delta_yaw = -delta.x * camera_sensitivity.x;
257 let delta_pitch = -delta.y * camera_sensitivity.y;
258
259 let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
260 let yaw = yaw + delta_yaw;
261
262 // If the pitch was ±¹⁄₂ π, the camera would look straight up or down.
263 // When the user wants to move the camera back to the horizon, which way should the camera face?
264 // The camera has no way of knowing what direction was "forward" before landing in that extreme position,
265 // so the direction picked will for all intents and purposes be arbitrary.
266 // Another issue is that for mathematical reasons, the yaw will effectively be flipped when the pitch is at the extremes.
267 // To not run into these issues, we clamp the pitch to a safe range.
268 const PITCH_LIMIT: f32 = FRAC_PI_2 - 0.01;
269 let pitch = (pitch + delta_pitch).clamp(-PITCH_LIMIT, PITCH_LIMIT);
270
271 transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
272 }
273}
274
275#[derive(Debug, Component, Deref, DerefMut)]
276struct CameraSensitivity(Vec2);
277
278impl Default for CameraSensitivity {
279 fn default() -> Self {
280 Self(
281 // These factors are just arbitrary mouse sensitivity values.
282 // It's often nicer to have a faster horizontal sensitivity than vertical.
283 // We use a component for them so that we can make them user-configurable at runtime
284 // for accessibility reasons.
285 // It also allows you to inspect them in an editor if you `Reflect` the component.
286 Vec2::new(0.003, 0.002),
287 )
288 }
289}
290
291/// Handle keyboard input and accumulate it in the `AccumulatedInput` component.
292///
293/// There are many strategies for how to handle all the input that happened since the last fixed timestep.
294/// This is a very simple one: we just use the last available input.
295/// That strategy works fine for us since the user continuously presses the input keys in this example.
296/// If we had some kind of instantaneous action like activating a boost ability, we would need to remember that that input
297/// was pressed at some point since the last fixed timestep.
298fn accumulate_input(
299 keyboard_input: Res<ButtonInput<KeyCode>>,
300 player: Single<(&mut AccumulatedInput, &mut Velocity)>,
301 camera: Single<&Transform, With<Camera>>,
302) {
303 /// Since Bevy's 3D renderer assumes SI units, this has the unit of meters per second.
304 /// Note that about 1.5 is the average walking speed of a human.
305 const SPEED: f32 = 4.0;
306 let (mut input, mut velocity) = player.into_inner();
307 // Reset the input to zero before reading the new input. As mentioned above, we can only do this
308 // because this is continuously pressed by the user. Do not reset e.g. whether the user wants to boost.
309 input.movement = Vec2::ZERO;
310 if keyboard_input.pressed(KeyCode::KeyW) {
311 input.movement.y += 1.0;
312 }
313 if keyboard_input.pressed(KeyCode::KeyS) {
314 input.movement.y -= 1.0;
315 }
316 if keyboard_input.pressed(KeyCode::KeyA) {
317 input.movement.x -= 1.0;
318 }
319 if keyboard_input.pressed(KeyCode::KeyD) {
320 input.movement.x += 1.0;
321 }
322
323 // Remap the 2D input to Bevy's 3D coordinate system.
324 // Pressing W makes `input.y` go up. Since Bevy assumes that -Z is forward, we make our new Z equal to -input.y
325 let input_3d = Vec3 {
326 x: input.movement.x,
327 y: 0.0,
328 z: -input.movement.y,
329 };
330
331 // Rotate the input so that forward is aligned with the camera's forward direction.
332 let rotated_input = camera.rotation * input_3d;
333
334 // We need to normalize and scale because otherwise
335 // diagonal movement would be faster than horizontal or vertical movement.
336 // We use `clamp_length_max` instead of `.normalize_or_zero()` because gamepad input
337 // may be smaller than 1.0 when the player is pushing the stick just a little bit.
338 velocity.0 = rotated_input.clamp_length_max(1.0) * SPEED;
339}
340
341/// A simple resource that tells us whether the fixed timestep ran this frame.
342#[derive(Resource, Debug, Deref, DerefMut, Default)]
343pub struct DidFixedTimestepRunThisFrame(bool);
344
345/// Reset the flag at the start of every frame.
346fn clear_fixed_timestep_flag(
347 mut did_fixed_timestep_run_this_frame: ResMut<DidFixedTimestepRunThisFrame>,
348) {
349 did_fixed_timestep_run_this_frame.0 = false;
350}
351
352/// Set the flag during each fixed timestep.
353fn set_fixed_time_step_flag(
354 mut did_fixed_timestep_run_this_frame: ResMut<DidFixedTimestepRunThisFrame>,
355) {
356 did_fixed_timestep_run_this_frame.0 = true;
357}
358
359fn did_fixed_timestep_run_this_frame(
360 did_fixed_timestep_run_this_frame: Res<DidFixedTimestepRunThisFrame>,
361) -> bool {
362 did_fixed_timestep_run_this_frame.0
363}
364
365// Clear the input after it was processed in the fixed timestep.
366fn clear_input(mut input: Single<&mut AccumulatedInput>) {
367 **input = AccumulatedInput::default();
368}
369
370/// Advance the physics simulation by one fixed timestep. This may run zero or multiple times per frame.
371///
372/// Note that since this runs in `FixedUpdate`, `Res<Time>` would be `Res<Time<Fixed>>` automatically.
373/// We are being explicit here for clarity.
374fn advance_physics(
375 fixed_time: Res<Time<Fixed>>,
376 mut query: Query<(
377 &mut PhysicalTranslation,
378 &mut PreviousPhysicalTranslation,
379 &Velocity,
380 )>,
381) {
382 for (mut current_physical_translation, mut previous_physical_translation, velocity) in
383 query.iter_mut()
384 {
385 previous_physical_translation.0 = current_physical_translation.0;
386 current_physical_translation.0 += velocity.0 * fixed_time.delta_secs();
387 }
388}
389
390fn interpolate_rendered_transform(
391 fixed_time: Res<Time<Fixed>>,
392 mut query: Query<(
393 &mut Transform,
394 &PhysicalTranslation,
395 &PreviousPhysicalTranslation,
396 )>,
397) {
398 for (mut transform, current_physical_translation, previous_physical_translation) in
399 query.iter_mut()
400 {
401 let previous = previous_physical_translation.0;
402 let current = current_physical_translation.0;
403 // The overstep fraction is a value between 0 and 1 that tells us how far we are between two fixed timesteps.
404 let alpha = fixed_time.overstep_fraction();
405
406 let rendered_translation = previous.lerp(current, alpha);
407 transform.translation = rendered_translation;
408 }
409}
410
411// Sync the camera's position with the player's interpolated position
412fn translate_camera(
413 mut camera: Single<&mut Transform, With<Camera>>,
414 player: Single<&Transform, (With<AccumulatedInput>, Without<Camera>)>,
415) {
416 camera.translation = player.translation;
417}