Copy Avian2d interpolation example

5b8e64c6fd/crates/avian2d/examples/interpolation.rs
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Michael Bradley 2025-03-12 22:11:42 -04:00
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//! This example showcases how `Transform` interpolation or extrapolation can be used
//! to make movement appear smooth at fixed timesteps.
//!
//! To produce consistent, frame rate independent behavior, physics by default runs
//! in the `FixedPostUpdate` schedule with a fixed timestep, meaning that the time between
//! physics ticks remains constant. On some frames, physics can either not run at all or run
//! more than once to catch up to real time. This can lead to visible stutter for movement.
//!
//! `Transform` interpolation resolves this issue by updating `Transform` at every frame in between
//! physics ticks to smooth out the visual result. The interpolation is done from the previous position
//! to the current physics position, which keeps movement smooth, but has the downside of making movement
//! feel slightly delayed as the rendered result lags slightly behind the true positions.
//!
//! `Transform` extrapolation works similarly, but instead of using the previous positions, it predicts
//! the next positions based on velocity. This makes movement feel much more responsive, but can cause
//! jumpy results when the prediction is wrong, such as when the velocity of an object is suddenly altered.
use avian2d::{math::*, prelude::*};
use bevy::{
color::palettes::{
css::WHITE,
tailwind::{CYAN_400, LIME_400, RED_400},
},
input::common_conditions::input_pressed,
prelude::*,
};
fn main() {
println!("Hello, world!");
let mut app = App::new();
// Interpolation and extrapolation functionality is enabled by the `PhysicsInterpolationPlugin`.
// It is included in the `PhysicsPlugins` by default.
app.add_plugins((
DefaultPlugins,
PhysicsPlugins::default().with_length_unit(50.0),
));
// By default, interpolation must be enabled for each entity manually
// by adding the `TransformInterpolation` component.
//
// It can also be enabled for all rigid bodies with `PhysicsInterpolationPlugin::interpolate_all()`:
//
// app.add_plugins(PhysicsPlugins::default().set(PhysicsInterpolationPlugin::interpolate_all()));
// Set gravity.
app.insert_resource(Gravity(Vector::NEG_Y * 900.0));
// Set the fixed timestep to just 10 Hz for demonstration purposes.
app.insert_resource(Time::from_hz(10.0));
// Setup the scene and UI, and update text in `Update`.
app.add_systems(Startup, (setup_scene, setup_balls, setup_text))
.add_systems(
Update,
(
change_timestep,
update_timestep_text,
// Reset the scene when the 'R' key is pressed.
reset_balls.run_if(input_pressed(KeyCode::KeyR)),
),
);
// Run the app.
app.run();
}
#[derive(Component)]
struct Ball;
fn setup_scene(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
// Spawn a camera.
commands.spawn(Camera2d);
// Spawn the ground.
commands.spawn((
Name::new("Ground"),
RigidBody::Static,
Collider::rectangle(500.0, 20.0),
Restitution::new(0.99).with_combine_rule(CoefficientCombine::Max),
Transform::from_xyz(0.0, -300.0, 0.0),
Mesh2d(meshes.add(Rectangle::new(500.0, 20.0))),
MeshMaterial2d(materials.add(Color::from(WHITE))),
));
}
fn setup_balls(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
let circle = Circle::new(30.0);
let mesh = meshes.add(circle);
// This entity uses transform interpolation.
commands.spawn((
Name::new("Interpolation"),
Ball,
RigidBody::Dynamic,
Collider::from(circle),
TransformInterpolation,
Transform::from_xyz(-100.0, 300.0, 0.0),
Mesh2d(mesh.clone()),
MeshMaterial2d(materials.add(Color::from(CYAN_400)).clone()),
));
// This entity uses transform extrapolation.
commands.spawn((
Name::new("Extrapolation"),
Ball,
RigidBody::Dynamic,
Collider::from(circle),
TransformExtrapolation,
Transform::from_xyz(0.0, 300.0, 0.0),
Mesh2d(mesh.clone()),
MeshMaterial2d(materials.add(Color::from(LIME_400)).clone()),
));
// This entity is simulated in `FixedUpdate` without any smoothing.
commands.spawn((
Name::new("No Interpolation"),
Ball,
RigidBody::Dynamic,
Collider::from(circle),
Transform::from_xyz(100.0, 300.0, 0.0),
Mesh2d(mesh.clone()),
MeshMaterial2d(materials.add(Color::from(RED_400)).clone()),
));
}
/// Despawns all balls and respawns them.
fn reset_balls(mut commands: Commands, query: Query<Entity, With<Ball>>) {
for entity in &query {
commands.entity(entity).despawn();
}
commands.run_system_cached(setup_balls);
}
#[derive(Component)]
struct TimestepText;
fn setup_text(mut commands: Commands) {
let font = TextFont {
font_size: 20.0,
..default()
};
commands
.spawn((
Text::new("Fixed Hz: "),
TextColor::from(WHITE),
font.clone(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
},
))
.with_child((TimestepText, TextSpan::default()));
commands.spawn((
Text::new("Change Timestep With Up/Down Arrow\nPress R to reset"),
TextColor::from(WHITE),
TextLayout::new_with_justify(JustifyText::Right),
font.clone(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
right: Val::Px(10.0),
..default()
},
));
commands.spawn((
Text::new("Interpolation"),
TextColor::from(CYAN_400),
font.clone(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(50.0),
left: Val::Px(10.0),
..default()
},
));
commands.spawn((
Text::new("Extrapolation"),
TextColor::from(LIME_400),
font.clone(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(75.0),
left: Val::Px(10.0),
..default()
},
));
commands.spawn((
Text::new("No Interpolation"),
TextColor::from(RED_400),
font.clone(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(100.0),
left: Val::Px(10.0),
..default()
},
));
}
/// Changes the timestep of the simulation when the up or down arrow keys are pressed.
fn change_timestep(mut time: ResMut<Time<Fixed>>, keyboard_input: Res<ButtonInput<KeyCode>>) {
if keyboard_input.pressed(KeyCode::ArrowUp) {
let new_timestep = (time.delta_secs_f64() * 0.975).max(1.0 / 255.0);
time.set_timestep_seconds(new_timestep);
}
if keyboard_input.pressed(KeyCode::ArrowDown) {
let new_timestep = (time.delta_secs_f64() * 1.025).min(1.0 / 5.0);
time.set_timestep_seconds(new_timestep);
}
}
/// Updates the text with the current timestep.
fn update_timestep_text(
mut text: Single<&mut TextSpan, With<TimestepText>>,
time: Res<Time<Fixed>>,
) {
let timestep = time.timestep().as_secs_f32().recip();
text.0 = format!("{timestep:.2}");
}