2026-02-08 08:54:48 -05:00
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/// This module is intended to be used as a fixed-point physics system.
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/// The hope is that this will make deterministic physics easier,
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/// and therefore networking a bit less of a pain.
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2026-02-08 21:10:43 -05:00
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use bevy::{math::I64Vec2, prelude::*};
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2026-02-07 19:09:58 -05:00
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2026-02-08 21:10:43 -05:00
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const FIXED_UPDATE_INTERVAL_MS: u128 = 10; // 100 fps physics
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2026-02-08 08:54:48 -05:00
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#[derive(Default, Debug)]
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2026-02-08 21:10:43 -05:00
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pub struct Physics2DPlugin;
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#[derive(Default, Debug, Resource)]
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pub struct Physics2DWorld {
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pub last_update: u128,
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}
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2026-02-08 08:54:48 -05:00
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impl Plugin for Physics2DPlugin {
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fn build(&self, app: &mut bevy::app::App) {
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2026-02-08 21:10:43 -05:00
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app.insert_resource(Physics2DWorld::default())
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.add_systems(Update, tick_physics);
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2026-02-08 08:54:48 -05:00
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}
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}
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2026-02-08 21:10:43 -05:00
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fn tick_physics(
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mut query: Query<&mut PhysicsBody2D>,
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mut p_world: ResMut<Physics2DWorld>,
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time: Res<Time>,
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) {
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let t = time.elapsed().as_millis();
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let delta_t = t - p_world.last_update;
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if delta_t < FIXED_UPDATE_INTERVAL_MS {
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return;
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}
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p_world.last_update = t;
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2026-02-08 08:54:48 -05:00
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query.iter_mut().for_each(|mut pb| {
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pb.tick(delta_t as i64);
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2026-02-08 08:54:48 -05:00
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});
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}
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2026-02-07 19:09:58 -05:00
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#[derive(Default, Debug, Component)]
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pub struct PhysicsBody2D {
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pub pos: I64Vec2,
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pub vel: I64Vec2,
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}
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impl PhysicsBody2D {
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2026-02-08 21:10:43 -05:00
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pub fn tick(&mut self, delta_t: i64) {
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self.pos += self.vel * delta_t;
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2026-02-07 19:09:58 -05:00
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}
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2026-02-08 21:10:43 -05:00
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pub fn apply_force(&mut self, force: I64Vec2, term_speed: Option<i64>) {
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let mut vel = self.vel + force;
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let Some(max_speed) = term_speed else {
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return;
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};
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if vel.length_squared() >= max_speed.pow(2) {
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let l = vel.length_squared();
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let x = vel.x * vel.x;
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let y = vel.y * vel.y;
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vel.x = match vel.x {
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..0 => (x * -max_speed) / l,
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_ => (x * max_speed) / l,
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};
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vel.y = match vel.y {
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2026-02-08 21:10:43 -05:00
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..0 => (y * -max_speed) / l,
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_ => (y * max_speed) / l,
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2026-02-07 19:09:58 -05:00
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};
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}
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self.vel = vel;
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}
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}
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