Copy Avian2d interpolation example
5b8e64c6fd/crates/avian2d/examples/interpolation.rs
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src/main.rs
234
src/main.rs
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//! This example showcases how `Transform` interpolation or extrapolation can be used
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//! to make movement appear smooth at fixed timesteps.
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//!
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//! To produce consistent, frame rate independent behavior, physics by default runs
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//! in the `FixedPostUpdate` schedule with a fixed timestep, meaning that the time between
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//! physics ticks remains constant. On some frames, physics can either not run at all or run
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//! more than once to catch up to real time. This can lead to visible stutter for movement.
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//!
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//! `Transform` interpolation resolves this issue by updating `Transform` at every frame in between
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//! physics ticks to smooth out the visual result. The interpolation is done from the previous position
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//! to the current physics position, which keeps movement smooth, but has the downside of making movement
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//! feel slightly delayed as the rendered result lags slightly behind the true positions.
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//!
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//! `Transform` extrapolation works similarly, but instead of using the previous positions, it predicts
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//! the next positions based on velocity. This makes movement feel much more responsive, but can cause
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//! jumpy results when the prediction is wrong, such as when the velocity of an object is suddenly altered.
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use avian2d::{math::*, prelude::*};
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use bevy::{
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color::palettes::{
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css::WHITE,
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tailwind::{CYAN_400, LIME_400, RED_400},
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},
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input::common_conditions::input_pressed,
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prelude::*,
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};
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fn main() {
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println!("Hello, world!");
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let mut app = App::new();
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// Interpolation and extrapolation functionality is enabled by the `PhysicsInterpolationPlugin`.
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// It is included in the `PhysicsPlugins` by default.
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app.add_plugins((
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DefaultPlugins,
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PhysicsPlugins::default().with_length_unit(50.0),
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));
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// By default, interpolation must be enabled for each entity manually
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// by adding the `TransformInterpolation` component.
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//
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// It can also be enabled for all rigid bodies with `PhysicsInterpolationPlugin::interpolate_all()`:
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//
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// app.add_plugins(PhysicsPlugins::default().set(PhysicsInterpolationPlugin::interpolate_all()));
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// Set gravity.
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app.insert_resource(Gravity(Vector::NEG_Y * 900.0));
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// Set the fixed timestep to just 10 Hz for demonstration purposes.
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app.insert_resource(Time::from_hz(10.0));
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// Setup the scene and UI, and update text in `Update`.
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app.add_systems(Startup, (setup_scene, setup_balls, setup_text))
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.add_systems(
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Update,
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(
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change_timestep,
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update_timestep_text,
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// Reset the scene when the 'R' key is pressed.
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reset_balls.run_if(input_pressed(KeyCode::KeyR)),
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),
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);
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// Run the app.
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app.run();
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}
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#[derive(Component)]
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struct Ball;
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fn setup_scene(
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mut commands: Commands,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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// Spawn a camera.
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commands.spawn(Camera2d);
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// Spawn the ground.
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commands.spawn((
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Name::new("Ground"),
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RigidBody::Static,
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Collider::rectangle(500.0, 20.0),
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Restitution::new(0.99).with_combine_rule(CoefficientCombine::Max),
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Transform::from_xyz(0.0, -300.0, 0.0),
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Mesh2d(meshes.add(Rectangle::new(500.0, 20.0))),
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MeshMaterial2d(materials.add(Color::from(WHITE))),
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));
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}
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fn setup_balls(
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mut commands: Commands,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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let circle = Circle::new(30.0);
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let mesh = meshes.add(circle);
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// This entity uses transform interpolation.
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commands.spawn((
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Name::new("Interpolation"),
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Ball,
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RigidBody::Dynamic,
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Collider::from(circle),
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TransformInterpolation,
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Transform::from_xyz(-100.0, 300.0, 0.0),
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Mesh2d(mesh.clone()),
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MeshMaterial2d(materials.add(Color::from(CYAN_400)).clone()),
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));
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// This entity uses transform extrapolation.
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commands.spawn((
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Name::new("Extrapolation"),
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Ball,
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RigidBody::Dynamic,
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Collider::from(circle),
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TransformExtrapolation,
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Transform::from_xyz(0.0, 300.0, 0.0),
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Mesh2d(mesh.clone()),
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MeshMaterial2d(materials.add(Color::from(LIME_400)).clone()),
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));
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// This entity is simulated in `FixedUpdate` without any smoothing.
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commands.spawn((
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Name::new("No Interpolation"),
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Ball,
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RigidBody::Dynamic,
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Collider::from(circle),
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Transform::from_xyz(100.0, 300.0, 0.0),
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Mesh2d(mesh.clone()),
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MeshMaterial2d(materials.add(Color::from(RED_400)).clone()),
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));
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}
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/// Despawns all balls and respawns them.
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fn reset_balls(mut commands: Commands, query: Query<Entity, With<Ball>>) {
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for entity in &query {
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commands.entity(entity).despawn();
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}
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commands.run_system_cached(setup_balls);
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}
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#[derive(Component)]
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struct TimestepText;
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fn setup_text(mut commands: Commands) {
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let font = TextFont {
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font_size: 20.0,
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..default()
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};
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commands
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.spawn((
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Text::new("Fixed Hz: "),
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TextColor::from(WHITE),
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font.clone(),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(10.0),
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left: Val::Px(10.0),
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..default()
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},
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))
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.with_child((TimestepText, TextSpan::default()));
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commands.spawn((
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Text::new("Change Timestep With Up/Down Arrow\nPress R to reset"),
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TextColor::from(WHITE),
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TextLayout::new_with_justify(JustifyText::Right),
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font.clone(),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(10.0),
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right: Val::Px(10.0),
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..default()
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},
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));
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commands.spawn((
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Text::new("Interpolation"),
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TextColor::from(CYAN_400),
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font.clone(),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(50.0),
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left: Val::Px(10.0),
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..default()
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},
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));
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commands.spawn((
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Text::new("Extrapolation"),
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TextColor::from(LIME_400),
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font.clone(),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(75.0),
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left: Val::Px(10.0),
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..default()
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},
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));
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commands.spawn((
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Text::new("No Interpolation"),
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TextColor::from(RED_400),
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font.clone(),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(100.0),
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left: Val::Px(10.0),
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..default()
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},
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));
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}
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/// Changes the timestep of the simulation when the up or down arrow keys are pressed.
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fn change_timestep(mut time: ResMut<Time<Fixed>>, keyboard_input: Res<ButtonInput<KeyCode>>) {
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if keyboard_input.pressed(KeyCode::ArrowUp) {
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let new_timestep = (time.delta_secs_f64() * 0.975).max(1.0 / 255.0);
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time.set_timestep_seconds(new_timestep);
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}
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if keyboard_input.pressed(KeyCode::ArrowDown) {
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let new_timestep = (time.delta_secs_f64() * 1.025).min(1.0 / 5.0);
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time.set_timestep_seconds(new_timestep);
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}
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}
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/// Updates the text with the current timestep.
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fn update_timestep_text(
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mut text: Single<&mut TextSpan, With<TimestepText>>,
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time: Res<Time<Fixed>>,
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) {
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let timestep = time.timestep().as_secs_f32().recip();
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text.0 = format!("{timestep:.2}");
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}
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