Lots of physics thinking

This commit is contained in:
JP Stringham
2026-02-08 21:10:43 -05:00
parent b628ce1d68
commit 144fce3677
3 changed files with 57 additions and 39 deletions

View File

@@ -1,26 +1,41 @@
/// This module is intended to be used as a fixed-point physics system.
/// The hope is that this will make deterministic physics easier,
/// and therefore networking a bit less of a pain.
use bevy::{
app::{Plugin, Update},
ecs::{component::Component, system::Query},
math::I64Vec2,
};
use bevy::{math::I64Vec2, prelude::*};
const MAX_SPEED: i64 = 400;
const FIXED_UPDATE_INTERVAL_MS: u128 = 10; // 100 fps physics
#[derive(Default, Debug)]
pub struct Physics2DPlugin {}
pub struct Physics2DPlugin;
#[derive(Default, Debug, Resource)]
pub struct Physics2DWorld {
pub last_update: u128,
}
impl Plugin for Physics2DPlugin {
fn build(&self, app: &mut bevy::app::App) {
app.add_systems(Update, tick_physics);
app.insert_resource(Physics2DWorld::default())
.add_systems(Update, tick_physics);
}
}
fn tick_physics(mut query: Query<&mut PhysicsBody2D>) {
fn tick_physics(
mut query: Query<&mut PhysicsBody2D>,
mut p_world: ResMut<Physics2DWorld>,
time: Res<Time>,
) {
let t = time.elapsed().as_millis();
let delta_t = t - p_world.last_update;
if delta_t < FIXED_UPDATE_INTERVAL_MS {
return;
}
p_world.last_update = t;
query.iter_mut().for_each(|mut pb| {
pb.tick();
pb.tick(delta_t as i64);
});
}
@@ -31,24 +46,27 @@ pub struct PhysicsBody2D {
}
impl PhysicsBody2D {
pub fn tick(&mut self) {
self.pos += self.vel;
pub fn tick(&mut self, delta_t: i64) {
self.pos += self.vel * delta_t;
}
pub fn add_vel(&mut self, force: I64Vec2) {
pub fn apply_force(&mut self, force: I64Vec2, term_speed: Option<i64>) {
let mut vel = self.vel + force;
if vel.length_squared() >= MAX_SPEED.pow(2) {
let Some(max_speed) = term_speed else {
return;
};
if vel.length_squared() >= max_speed.pow(2) {
let l = vel.length_squared();
let x = vel.x * vel.x;
let y = vel.y * vel.y;
vel.x = match vel.x {
..0 => (x * -MAX_SPEED) / l,
_ => (x * MAX_SPEED) / l,
..0 => (x * -max_speed) / l,
_ => (x * max_speed) / l,
};
vel.y = match vel.y {
..0 => (y * -MAX_SPEED) / l,
_ => (y * MAX_SPEED) / l,
..0 => (y * -max_speed) / l,
_ => (y * max_speed) / l,
};
}
self.vel = vel;