// This example sets up a rigidbody that is rotated and moved by bevy_xpbd, and a separate entity with a rendered box and InterpolatedPosition/Rotation components. use bevy::prelude::*; use bevy_xpbd_3d::prelude::*; use bevy_xpbd_3d_interp::prelude::*; const PHYSICS_UPDATE_FREQ: f64 = 10.0; fn main() { App::new() .add_plugins(( DefaultPlugins, PhysicsPlugins::default(), XPBDInterpolationPlugin, )) .insert_resource(Time::new_with(Physics::fixed_hz(PHYSICS_UPDATE_FREQ))) .insert_resource(IsInterpolating(true)) // Has no effect on actual interpolation, is just for ui .add_systems(Startup, setup) .add_systems(Update, (update_box, toggle_interpolation, update_ui)) .run(); } fn setup( mut commands: Commands, mut mesh_assets: ResMut>, mut material_assets: ResMut>, ) { // The entity being transformed by bevy_xpbd let physics_entity = commands .spawn(( RigidBody::Kinematic, Position::default(), Rotation::default(), )) .id(); // Rendered box that holds the interpolated position/rotation commands.spawn(( PbrBundle { mesh: mesh_assets.add(Cuboid::from_size(Vec3::splat(1.))), material: material_assets.add(StandardMaterial { base_color: Color::rgb(0.4, 0.8, 0.6), ..default() }), transform: Transform::from_xyz(0., 0., 0.), ..default() }, InterpolatedPosition::from_source(physics_entity), InterpolatedRotation::from_source(physics_entity), )); // Camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(0., 0., 8.).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); // Directional light commands.spawn(DirectionalLightBundle { directional_light: DirectionalLight { illuminance: 1500.0, shadows_enabled: true, ..default() }, transform: Transform::from_xyz(10., 10., 10.).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); // UI commands.spawn( TextBundle::from_section( "", TextStyle { font_size: 18.0, color: Color::WHITE, ..default() }, ) .with_style(Style { position_type: PositionType::Absolute, top: Val::Px(10.0), left: Val::Px(10.0), ..default() }), ); } fn update_box( mut box_q: Query<(&mut AngularVelocity, &mut LinearVelocity)>, keyboard_input: Res>, ) { let speed = 4.; for (mut angular_velocity, mut linear_velocity) in box_q.iter_mut() { let mut velocity = Vec3::ZERO; if keyboard_input.pressed(KeyCode::KeyW) { velocity.y += speed; } if keyboard_input.pressed(KeyCode::KeyA) { velocity.x -= speed; } if keyboard_input.pressed(KeyCode::KeyS) { velocity.y -= speed; } if keyboard_input.pressed(KeyCode::KeyD) { velocity.x += speed; } linear_velocity.0 = velocity; angular_velocity.0 = Vec3::from_array([1., 1.5, 2.]) * 0.4; } } // IsInterpolating has no effect on actual interpolation and is just for ui. // Toggle interpolation with InterpolatedPosition::pass_raw and InterpolatedRotation::pass_raw instead. #[derive(Resource)] struct IsInterpolating(bool); fn toggle_interpolation( mut interp_q: Query<(&mut InterpolatedPosition, &mut InterpolatedRotation)>, mut is_interpolating: ResMut, keyboard_input: Res>, ) { if keyboard_input.just_pressed(KeyCode::Space) { let (mut pos, mut rot) = interp_q.single_mut(); pos.pass_raw = !pos.pass_raw; rot.pass_raw = !rot.pass_raw; is_interpolating.0 = !pos.pass_raw; } } fn update_ui(mut text: Query<&mut Text>, is_interpolating: Res) { let mut text = text.single_mut(); let text = &mut text.sections[0].value; text.clear(); text.push_str("Move box with "); text.push_str("\nToggle interpolation with "); if is_interpolating.0 { text.push_str("\n\nInterpolation: on"); } else { text.push_str("\n\nInterpolation: off"); } text.push_str(&format!( "\nPhysics update frequency: {}hz (See PHYSICS_UPDATE_FREQ const in 'examples/box.rs')", PHYSICS_UPDATE_FREQ )); }