avian3d 0.6.1

An ECS-driven physics engine for the Bevy game engine
Documentation
//! Sets up the default scheduling, system set configuration, and time resources for physics.
//!
//! See [`PhysicsSchedulePlugin`].

mod time;
use dynamics::solver::schedule::SubstepCount;
pub use time::*;

use core::time::Duration;

// For doc links
#[allow(unused_imports)]
use crate::prelude::*;

use bevy::{
    ecs::{
        change_detection::Tick,
        intern::Interned,
        schedule::{ExecutorKind, LogLevel, ScheduleBuildSettings, ScheduleLabel},
        system::SystemChangeTick,
    },
    prelude::*,
    transform::TransformSystems,
};

/// Sets up the default scheduling, system set configuration, and time resources for physics.
///
/// # Schedules and Sets
///
/// This plugin initializes and configures the following schedules and system sets:
///
/// - [`PhysicsSystems`]: High-level system sets for the main phases of the physics engine.
///   You can use these to schedule your own systems before or after physics is run without
///   having to worry about implementation details.
/// - [`PhysicsSchedule`]: Responsible for advancing the simulation in [`PhysicsSystems::StepSimulation`].
/// - [`PhysicsStepSystems`]: System sets for the steps of the actual physics simulation loop.
pub struct PhysicsSchedulePlugin {
    schedule: Interned<dyn ScheduleLabel>,
}

impl PhysicsSchedulePlugin {
    /// Creates a [`PhysicsSchedulePlugin`] using the given schedule for running the [`PhysicsSchedule`].
    ///
    /// The default schedule is `FixedPostUpdate`.
    pub fn new(schedule: impl ScheduleLabel) -> Self {
        Self {
            schedule: schedule.intern(),
        }
    }
}

impl Default for PhysicsSchedulePlugin {
    fn default() -> Self {
        Self::new(FixedPostUpdate)
    }
}

impl Plugin for PhysicsSchedulePlugin {
    fn build(&self, app: &mut App) {
        // Register types with generics.
        app.register_type::<Time<Physics>>();

        app.init_resource::<Time<Physics>>()
            .insert_resource(Time::new_with(Substeps))
            .init_resource::<SubstepCount>()
            .init_resource::<LastPhysicsTick>();

        // TODO: Where should this be initialized?
        app.init_resource::<PhysicsLengthUnit>();

        // Configure higher level system sets for the given schedule
        let schedule = self.schedule;

        app.configure_sets(
            schedule,
            (
                PhysicsSystems::First,
                PhysicsSystems::Prepare,
                PhysicsSystems::StepSimulation,
                PhysicsSystems::Writeback,
                PhysicsSystems::Last,
            )
                .chain()
                .before(TransformSystems::Propagate),
        );

        // Set up the physics schedule, the schedule that advances the physics simulation
        app.edit_schedule(PhysicsSchedule, |schedule| {
            schedule
                .set_executor_kind(ExecutorKind::SingleThreaded)
                .set_build_settings(ScheduleBuildSettings {
                    ambiguity_detection: LogLevel::Error,
                    ..default()
                });

            schedule.configure_sets(
                (
                    PhysicsStepSystems::First,
                    PhysicsStepSystems::BroadPhase,
                    PhysicsStepSystems::NarrowPhase,
                    PhysicsStepSystems::Solver,
                    PhysicsStepSystems::Sleeping,
                    PhysicsStepSystems::SpatialQuery,
                    PhysicsStepSystems::Finalize,
                    PhysicsStepSystems::Last,
                )
                    .chain(),
            );
        });

        app.add_systems(
            schedule,
            run_physics_schedule.in_set(PhysicsSystems::StepSimulation),
        );

        app.add_systems(
            PhysicsSchedule,
            update_last_physics_tick.after(PhysicsStepSystems::Last),
        );

        #[cfg(debug_assertions)]
        app.add_systems(
            schedule,
            assert_components_finite.in_set(PhysicsSystems::First),
        );
    }
}

/// True if a system is running for the first time.
struct IsFirstRun(bool);

impl Default for IsFirstRun {
    fn default() -> Self {
        Self(true)
    }
}

/// Responsible for advancing the physics simulation. This is run in [`PhysicsSystems::StepSimulation`].
///
/// See [`PhysicsStepSystems`] for the system sets that are run in this schedule.
#[derive(Debug, Hash, PartialEq, Eq, Clone, ScheduleLabel)]
pub struct PhysicsSchedule;

/// High-level system sets for the main phases of the physics engine.
/// You can use these to schedule your own systems before or after physics is run without
/// having to worry about implementation details.
///
/// 1. `First`: Runs right before any of Avian's physics systems. Empty by default.
/// 2. `Prepare`: Responsible for preparing data for the physics simulation, such as updating
///    physics transforms or mass properties.
/// 3. `StepSimulation`: Responsible for advancing the simulation by running the steps in [`PhysicsStepSystems`].
/// 4. `Writeback`: Responsible for writing back the results of the physics simulation to other data,
///    such as updating [`Transform`] based on the new [`Position`] and [`Rotation`].
/// 5. `Last`: Runs right after all of Avian's physics systems. Empty by default.
///
/// # See Also
///
/// - [`PhysicsSchedule`]: Responsible for advancing the simulation in [`PhysicsSystems::StepSimulation`].
/// - [`PhysicsStepSystems`]: System sets for the steps of the actual physics simulation loop, like
///   the broad phase and the substepping loop.
/// - [`SubstepSchedule`]: Responsible for running the substepping loop in [`PhysicsStepSystems::Solver`].
#[derive(SystemSet, Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum PhysicsSystems {
    /// Runs right before any of Avian's physics systems. Empty by default.
    First,
    /// Responsible for preparing data for the physics simulation, such as updating
    /// physics transforms or mass properties.
    Prepare,
    /// Responsible for advancing the simulation by running the steps in [`PhysicsStepSystems`].
    /// Systems in this set are run in the [`PhysicsSchedule`].
    StepSimulation,
    /// Responsible for writing back the results of the physics simulation to other data,
    /// such as updating [`Transform`] based on the new [`Position`] and [`Rotation`].
    Writeback,
    /// Runs right after all of Avian's physics systems. Empty by default.
    Last,
}

/// A deprecated alias for [`PhysicsSystems`].
#[deprecated(since = "0.4.0", note = "Renamed to `PhysicsSystems`")]
pub type PhysicsSet = PhysicsSystems;

/// System sets for the main steps in the physics simulation loop. These are typically run in the [`PhysicsSchedule`].
///
/// 1. First
/// 2. Broad phase
/// 3. Narrow phase
/// 4. Solver
/// 5. Sleeping
/// 6. Spatial queries
/// 7. Last
#[derive(SystemSet, Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum PhysicsStepSystems {
    /// Runs at the start of the [`PhysicsSchedule`].
    First,
    /// Responsible for finding pairs of entities with overlapping [`ColliderAabb`]
    /// and creating contact pairs for them in the [`ContactGraph`].
    ///
    /// See the [`broad_phase`](crate::collision::broad_phase) module.
    BroadPhase,
    /// Responsible for updating contacts in the [`ContactGraph`] and processing contact state changes.
    ///
    /// See [`NarrowPhasePlugin`].
    NarrowPhase,
    /// Responsible for running the solver and its substepping loop.
    ///
    /// See [`SolverPlugin`] and [`SubstepSchedule`].
    Solver,
    /// Responsible for controlling when bodies should be deactivated and marked as [`Sleeping`].
    Sleeping,
    /// Responsible for spatial queries like [raycasting](`RayCaster`) and shapecasting.
    ///
    /// See [`SpatialQueryPlugin`].
    SpatialQuery,
    /// Responsible for logic that runs after the core physics step and prepares for the next one.
    Finalize,
    /// Runs at the end of the [`PhysicsSchedule`].
    Last,
}

/// A deprecated alias for [`PhysicsStepSystems`].
#[deprecated(since = "0.4.0", note = "Renamed to `PhysicsStepSystems`")]
pub type PhysicsStepSet = PhysicsStepSystems;

/// A [`Tick`] corresponding to the end of the previous run of the [`PhysicsSchedule`].
#[derive(Resource, Reflect, Default)]
#[reflect(Resource, Default)]
pub struct LastPhysicsTick(pub Tick);

pub(crate) fn is_changed_after_tick<C: Component>(
    component_ref: Ref<C>,
    tick: Tick,
    this_run: Tick,
) -> bool {
    let last_changed = component_ref.last_changed();
    component_ref.is_changed() && last_changed.is_newer_than(tick, this_run)
}

/// Runs the [`PhysicsSchedule`].
fn run_physics_schedule(world: &mut World, mut is_first_run: Local<IsFirstRun>) {
    let _ = world.try_schedule_scope(PhysicsSchedule, |world, schedule| {
        let is_paused = world.resource::<Time<Physics>>().is_paused();
        let old_clock = world.resource::<Time>().as_generic();
        let physics_clock = world.resource_mut::<Time<Physics>>();

        // Get the scaled timestep delta time based on the timestep mode.
        let timestep = old_clock
            .delta()
            .mul_f64(physics_clock.relative_speed_f64());

        // Advance the physics clock by the timestep if not paused.
        if !is_paused {
            world.resource_mut::<Time<Physics>>().advance_by(timestep);

            // Advance the substep clock already so that systems running
            // before the substepping loop have the right delta.
            let SubstepCount(substeps) = *world.resource::<SubstepCount>();
            let sub_delta = timestep.div_f64(substeps as f64);
            world.resource_mut::<Time<Substeps>>().advance_by(sub_delta);
        }

        // Set the generic `Time` resource to `Time<Physics>`.
        *world.resource_mut::<Time>() = world.resource::<Time<Physics>>().as_generic();

        // Advance the simulation.
        if !world.resource::<Time>().delta().is_zero() {
            trace!("running PhysicsSchedule");
            schedule.run(world);
        }

        // If physics is paused, reset delta time to stop the simulation
        // unless users manually advance `Time<Physics>`.
        if is_paused {
            world
                .resource_mut::<Time<Physics>>()
                .advance_by(Duration::ZERO);
        }

        // Set the generic `Time` resource back to the clock that was active before physics.
        *world.resource_mut::<Time>() = old_clock;
    });

    is_first_run.0 = false;
}

fn update_last_physics_tick(
    mut last_physics_tick: ResMut<LastPhysicsTick>,
    system_change_tick: SystemChangeTick,
) {
    last_physics_tick.0 = system_change_tick.this_run();
}

/// Debug system that checks for NaNs and infinities in Avian components and
/// reports the last location they were written to.
#[cfg(debug_assertions)]
fn assert_components_finite(
    pos_query: Query<(Entity, Ref<Position>)>,
    lin_vel_query: Query<(Entity, Ref<LinearVelocity>)>,
    ang_vel_query: Query<(Entity, Ref<AngularVelocity>)>,
) {
    macro_rules! assert_finite {
        ($ent:expr, $val:ident, $ty:ty) => {
            debug_assert!(
                $val.is_finite(),
                "NaN or infinity found in Avian component: type={} entity={} location='{}' (enable feature \"bevy/track_location\" if location is empty)",
                stringify!($ty),
                $ent,
                $val.changed_by()
            );
        };
    }
    for (entity, position) in pos_query {
        assert_finite!(entity, position, Position);
    }
    for (entity, velocity) in lin_vel_query {
        assert_finite!(entity, velocity, LinearVelocity);
    }
    for (entity, velocity) in ang_vel_query {
        assert_finite!(entity, velocity, AngularVelocity);
    }
}