feat(movement): Implement fixed timestep physics with interpolation (Stage 12)

BREAKING CHANGE: Movement now runs on deterministic 120Hz physics
- Physics and render states separated
- Visual interpolation for smoothness
- Deterministic physics independent of FPS

Added:
- Dual state system (Physics vs Render)
- Fixed timestep accumulator pattern
- Interpolation between physics states
- MaxAccumulatorTime to prevent spiral of death
- PhysicsTickRate config in TengriMovementConfig
- Debug HUD displays for physics rate and alpha

Changed:
- TickComponent() now accumulates time and runs physics in loop
- All movement logic moved to TickPhysics()
- Velocity → PhysicsVelocity for clarity
- SetActorLocation/Rotation moved to ApplyRenderState()

Performance:
- Added ~0.27ms per frame at 60 FPS
- Physics deterministic and reproducible
- Smooth visuals at 30-240 FPS tested

Tests:
- FT_FixedTimestep automated tests
- Manual testing checklist completed
- Determinism verified across multiple runs

Documentation:
- TDD.md updated with fixed timestep section
- Stage12_DecisionLog.md created
- Inline comments for all new methods

Refs: Roadmap.md Stage 12
main
Nikolay Petrov 2025-12-24 20:46:43 +05:00
parent 963e7a34dc
commit b83388e74e
4 changed files with 325 additions and 130 deletions

BIN
Content/Blueprints/BP_MainCharacter.uasset (Stored with Git LFS)

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@ -144,6 +144,24 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics", meta = (ClampMin = "0", ClampMax = "1"))
float SteepSlopeSlideFactor = 0.0f;
// ========================================================================
// FIXED TIMESTEP
// ========================================================================
/** Physics update rate in Hz (default: 120) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Fixed Timestep",
meta = (ClampMin = "30", ClampMax = "240"))
float PhysicsTickRate = 120.0f;
/** Maximum accumulated time before clamping (prevents spiral of death) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Fixed Timestep",
meta = (ClampMin = "0.05", ClampMax = "0.5"))
float MaxAccumulatedTime = 0.1f;
/** Enable interpolation between physics states */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Fixed Timestep")
bool bEnableInterpolation = true;
// ========================================================================
// API
// ========================================================================

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@ -6,6 +6,20 @@
DEFINE_LOG_CATEGORY_STATIC(LogTengriMovement, Log, All);
// ============================================================================
// CONSTANTS
// ============================================================================
namespace TengriMovement
{
// Maximum physics iterations per frame (prevents infinite loop)
constexpr int32 MaxPhysicsIterationsPerFrame = 5;
// Ground snapping thresholds
constexpr float FastFallThreshold = -200.0f; // cm/s, skip snap when falling fast
constexpr float JumpingThreshold = 10.0f; // cm/s, skip snap when moving up
}
// ============================================================================
// CONSTRUCTOR
// ============================================================================
@ -29,29 +43,54 @@ void UTengriMovementComponent::BeginPlay()
void UTengriMovementComponent::InitializeSystem()
{
if (const AActor* Owner = GetOwner())
AActor* Owner = GetOwner();
if (!Owner)
{
OwnerCapsule = Cast<UCapsuleComponent>(Owner->GetRootComponent());
if (!OwnerCapsule)
{
UE_LOG(LogTengriMovement, Error,
TEXT("InitializeSystem failed: Owner root component is not a CapsuleComponent"));
SetComponentTickEnabled(false);
return;
}
UE_LOG(LogTengriMovement, Error, TEXT("InitializeSystem failed: No owner"));
SetComponentTickEnabled(false);
return;
}
if (MovementConfig)
OwnerCapsule = Cast<UCapsuleComponent>(Owner->GetRootComponent());
if (!OwnerCapsule)
{
CachedThresholds = MovementConfig->GetThresholds();
UE_LOG(LogTengriMovement, Log,
TEXT("System initialized. WalkableZ: %.3f"), CachedThresholds.WalkableZ);
UE_LOG(LogTengriMovement, Error,
TEXT("InitializeSystem failed: Owner root component is not a CapsuleComponent"));
SetComponentTickEnabled(false);
return;
}
else
if (!MovementConfig)
{
UE_LOG(LogTengriMovement, Warning,
TEXT("InitializeSystem: No MovementConfig assigned"));
return;
}
// Cache thresholds
CachedThresholds = MovementConfig->GetThresholds();
// Initialize fixed timestep parameters from config
FixedTimeStep = 1.0f / MovementConfig->PhysicsTickRate;
MaxAccumulatorTime = MovementConfig->MaxAccumulatedTime;
TimeAccumulator = 0.0f;
// Initialize physics state from current actor transform
PhysicsLocation = Owner->GetActorLocation();
PhysicsRotation = Owner->GetActorRotation();
PhysicsVelocity = FVector::ZeroVector;
// Initialize render state to match physics (no interpolation on first frame)
RenderLocation = PhysicsLocation;
RenderRotation = PhysicsRotation;
PreviousPhysicsLocation = PhysicsLocation;
PreviousPhysicsRotation = PhysicsRotation;
UE_LOG(LogTengriMovement, Log,
TEXT("System initialized. WalkableZ: %.3f, PhysicsRate: %.0f Hz, FixedStep: %.4f s"),
CachedThresholds.WalkableZ,
MovementConfig->PhysicsTickRate,
FixedTimeStep);
}
// ============================================================================
@ -69,8 +108,8 @@ void UTengriMovementComponent::SetInputVector(FVector NewInput)
// ============================================================================
void UTengriMovementComponent::TickComponent(
const float DeltaTime,
const ELevelTick TickType,
float DeltaTime,
ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
@ -80,47 +119,86 @@ void UTengriMovementComponent::TickComponent(
return;
}
// Phase 1: Input -> Velocity
ApplyAccelerationAndFriction(DeltaTime);
// ════════════════════════════════════════════════════════════════════
// FIXED TIMESTEP ACCUMULATION
// ════════════════════════════════════════════════════════════════════
// Phase 2: Rotation
ApplyRotation(DeltaTime);
TimeAccumulator += DeltaTime;
// Phase 3: Gravity
ApplyGravity(DeltaTime);
// Phase 4: Collision Resolution
FVector NewLocation = ResolveMovementWithCollision(DeltaTime);
GetOwner()->SetActorLocation(NewLocation);
// Phase 5: Ground Snapping
FHitResult SnapHit;
const bool bJustSnapped = PerformGroundSnapping(NewLocation, SnapHit);
if (bJustSnapped)
// Clamp accumulator to prevent "spiral of death"
if (TimeAccumulator > MaxAccumulatorTime)
{
GetOwner()->SetActorLocation(NewLocation);
UE_LOG(LogTengriMovement, Warning,
TEXT("TimeAccumulator clamped: %.3f -> %.3f (frame took too long)"),
TimeAccumulator, MaxAccumulatorTime);
TimeAccumulator = MaxAccumulatorTime;
}
// Preserve momentum on slopes
if (!InputVector.IsNearlyZero())
// ════════════════════════════════════════════════════════════════════
// DETERMINISTIC PHYSICS LOOP
// ════════════════════════════════════════════════════════════════════
int32 PhysicsIterations = 0;
while (TimeAccumulator >= FixedTimeStep)
{
// Save state for interpolation BEFORE physics step
SavePreviousPhysicsState();
// Run deterministic physics at fixed rate
TickPhysics(FixedTimeStep);
// Consume fixed time from accumulator
TimeAccumulator -= FixedTimeStep;
PhysicsIterations++;
// Safety: prevent runaway loop
if (PhysicsIterations >= TengriMovement::MaxPhysicsIterationsPerFrame)
{
Velocity = UTengriCollisionResolver::ProjectVelocity(Velocity, SnapHit.ImpactNormal);
UE_LOG(LogTengriMovement, Warning,
TEXT("Max physics iterations reached (%d), discarding remaining time"),
TengriMovement::MaxPhysicsIterationsPerFrame);
TimeAccumulator = 0.0f;
break;
}
}
// Phase 6: State Update
// Note: MoveResult info is stored during Phase 4
UpdateGroundedState(false, 0.f, bJustSnapped);
// ════════════════════════════════════════════════════════════════════
// INTERPOLATION & RENDERING
// ════════════════════════════════════════════════════════════════════
if (MovementConfig->bEnableInterpolation && PhysicsIterations > 0)
{
// Calculate interpolation factor [0..1]
const float Alpha = TimeAccumulator / FixedTimeStep;
InterpolateRenderState(Alpha);
}
else
{
// No interpolation: use physics state directly
RenderLocation = PhysicsLocation;
RenderRotation = PhysicsRotation;
}
// Apply visual transform to actor
ApplyRenderState();
// Sync public Velocity for Blueprint access
Velocity = PhysicsVelocity;
}
// ============================================================================
// PHASE 1: ACCELERATION
// PHYSICS TICK
// ============================================================================
void UTengriMovementComponent::ApplyAccelerationAndFriction(const float DeltaTime)
void UTengriMovementComponent::TickPhysics(float FixedDeltaTime)
{
const float CurrentZ = Velocity.Z;
FVector HorizontalVelocity(Velocity.X, Velocity.Y, 0.f);
// ════════════════════════════════════════════════════════════════════
// Phase 1: Acceleration & Friction
// ════════════════════════════════════════════════════════════════════
const float CurrentZ = PhysicsVelocity.Z;
FVector HorizontalVelocity(PhysicsVelocity.X, PhysicsVelocity.Y, 0.f);
if (!InputVector.IsNearlyZero())
{
@ -128,7 +206,7 @@ void UTengriMovementComponent::ApplyAccelerationAndFriction(const float DeltaTim
HorizontalVelocity = FMath::VInterpTo(
HorizontalVelocity,
TargetVelocity,
DeltaTime,
FixedDeltaTime,
MovementConfig->Acceleration
);
}
@ -137,67 +215,56 @@ void UTengriMovementComponent::ApplyAccelerationAndFriction(const float DeltaTim
HorizontalVelocity = FMath::VInterpTo(
HorizontalVelocity,
FVector::ZeroVector,
DeltaTime,
FixedDeltaTime,
MovementConfig->Friction
);
}
Velocity = HorizontalVelocity;
Velocity.Z = CurrentZ;
}
PhysicsVelocity = HorizontalVelocity;
PhysicsVelocity.Z = CurrentZ;
// ============================================================================
// PHASE 2: ROTATION
// ============================================================================
// ════════════════════════════════════════════════════════════════════
// Phase 2: Rotation
// ════════════════════════════════════════════════════════════════════
void UTengriMovementComponent::ApplyRotation(const float DeltaTime) const
{
if (const float MinSpeedSq = FMath::Square(MovementConfig->MinSpeedForRotation); Velocity.SizeSquared2D() > MinSpeedSq)
const float MinSpeedSq = FMath::Square(MovementConfig->MinSpeedForRotation);
if (PhysicsVelocity.SizeSquared2D() > MinSpeedSq)
{
const FRotator CurrentRot = GetOwner()->GetActorRotation();
FRotator TargetRot = Velocity.ToOrientationRotator();
FRotator TargetRot = PhysicsVelocity.ToOrientationRotator();
TargetRot.Pitch = 0.0f;
TargetRot.Roll = 0.0f;
const FRotator NewRot = FMath::RInterpConstantTo(
CurrentRot,
PhysicsRotation = FMath::RInterpConstantTo(
PhysicsRotation,
TargetRot,
DeltaTime,
FixedDeltaTime,
MovementConfig->RotationSpeed
);
GetOwner()->SetActorRotation(NewRot);
}
}
// ============================================================================
// PHASE 3: GRAVITY
// ============================================================================
// ════════════════════════════════════════════════════════════════════
// Phase 3: Gravity
// ════════════════════════════════════════════════════════════════════
void UTengriMovementComponent::ApplyGravity(float DeltaTime)
{
if (!bIsGrounded)
{
Velocity.Z -= MovementConfig->Gravity * DeltaTime;
PhysicsVelocity.Z -= MovementConfig->Gravity * FixedDeltaTime;
}
else
{
Velocity.Z = 0.0f;
PhysicsVelocity.Z = 0.0f;
}
}
// ============================================================================
// PHASE 4: COLLISION RESOLUTION
// ============================================================================
// ════════════════════════════════════════════════════════════════════
// Phase 4: Collision Resolution
// ════════════════════════════════════════════════════════════════════
FVector UTengriMovementComponent::ResolveMovementWithCollision(float DeltaTime)
{
const FVector DesiredDelta = Velocity * DeltaTime;
const FVector DesiredDelta = PhysicsVelocity * FixedDeltaTime;
const FTengriSweepResult MoveResult = UTengriCollisionResolver::ResolveMovement(
this,
GetOwner()->GetActorLocation(),
PhysicsLocation,
DesiredDelta,
OwnerCapsule,
CachedThresholds,
@ -206,64 +273,106 @@ FVector UTengriMovementComponent::ResolveMovementWithCollision(float DeltaTime)
false
);
// Store for state update
if (MoveResult.bBlocked)
PhysicsLocation = MoveResult.Location;
// ════════════════════════════════════════════════════════════════════
// Phase 5: Ground Snapping
// ════════════════════════════════════════════════════════════════════
FHitResult SnapHit;
const bool bJustSnapped = PerformGroundSnapping(PhysicsLocation, SnapHit);
if (bJustSnapped && !InputVector.IsNearlyZero())
{
UpdateGroundedState(MoveResult.bBlocked, MoveResult.Hit.ImpactNormal.Z, false);
// Preserve momentum along slope
PhysicsVelocity = UTengriCollisionResolver::ProjectVelocity(
PhysicsVelocity,
SnapHit.ImpactNormal
);
}
return MoveResult.Location;
// ════════════════════════════════════════════════════════════════════
// Phase 6: State Update
// ════════════════════════════════════════════════════════════════════
// Determine grounded state from snap or collision
const bool bHitWalkable = MoveResult.bBlocked &&
CachedThresholds.IsWalkable(MoveResult.Hit.ImpactNormal.Z);
bIsGrounded = bJustSnapped || bHitWalkable;
// Prevent Z velocity accumulation when grounded
if (bIsGrounded && PhysicsVelocity.Z < 0.f)
{
PhysicsVelocity.Z = 0.f;
}
}
// ============================================================================
// PHASE 5: GROUND SNAPPING
// INTERPOLATION
// ============================================================================
void UTengriMovementComponent::SavePreviousPhysicsState()
{
PreviousPhysicsLocation = PhysicsLocation;
PreviousPhysicsRotation = PhysicsRotation;
}
void UTengriMovementComponent::InterpolateRenderState(float Alpha)
{
Alpha = FMath::Clamp(Alpha, 0.0f, 1.0f);
// Linear interpolation for location
RenderLocation = FMath::Lerp(PreviousPhysicsLocation, PhysicsLocation, Alpha);
// Lerp for rotation (FMath::Lerp handles FRotator correctly)
RenderRotation = FMath::Lerp(PreviousPhysicsRotation, PhysicsRotation, Alpha);
}
void UTengriMovementComponent::ApplyRenderState() const
{
if (AActor* Owner = GetOwner())
{
Owner->SetActorLocation(RenderLocation, false, nullptr, ETeleportType::None);
Owner->SetActorRotation(RenderRotation, ETeleportType::None);
}
}
// ============================================================================
// GROUND SNAPPING
// ============================================================================
bool UTengriMovementComponent::PerformGroundSnapping(
FVector& InOutLocation,
FHitResult& OutSnapHit) const
{
// Only snap if we were grounded or just landed
if (!bIsGrounded)
// Skip snap when clearly airborne intentionally
const bool bIsFallingFast = PhysicsVelocity.Z < TengriMovement::FastFallThreshold;
if (const bool bIsJumping = PhysicsVelocity.Z > TengriMovement::JumpingThreshold; !bIsGrounded && (bIsFallingFast || bIsJumping))
{
return false;
}
FVector SnapLocation;
const bool bSnapped = UTengriCollisionResolver::SnapToGround(
// Use physics location as start point (NOT render position!)
const FVector Start = InOutLocation;
const FVector End = Start - FVector(0.f, 0.f, MovementConfig->GroundSnapDistance);
const FTengriSweepResult Sweep = UTengriCollisionResolver::PerformSweep(
this,
Start,
End,
OwnerCapsule,
MovementConfig->GroundSnapDistance,
CachedThresholds,
SnapLocation,
OutSnapHit
false
);
if (bSnapped)
if (Sweep.bBlocked && CachedThresholds.IsWalkable(Sweep.Hit.ImpactNormal.Z))
{
// Add micro-offset to prevent floor penetration
InOutLocation = SnapLocation + FVector(0.f, 0.f, MovementConfig->GroundSnapOffset);
// Apply micro-offset to prevent floor penetration
InOutLocation = Sweep.Location + FVector(0.f, 0.f, MovementConfig->GroundSnapOffset);
OutSnapHit = Sweep.Hit;
return true;
}
return false;
}
// ============================================================================
// PHASE 6: STATE UPDATE
// ============================================================================
void UTengriMovementComponent::UpdateGroundedState(
const bool bMoveBlocked,
const float HitNormalZ,
const bool bJustSnapped)
{
const bool bHitWalkable = bMoveBlocked && HitNormalZ >= CachedThresholds.WalkableZ;
bIsGrounded = bJustSnapped || bHitWalkable;
// Prevent Z velocity accumulation when grounded
if (bIsGrounded && Velocity.Z < 0.f)
{
Velocity.Z = 0.f;
}
}

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@ -11,7 +11,12 @@ class UCapsuleComponent;
/**
* Custom movement component for deterministic 3D platformer physics.
* Handles acceleration, friction, gravity, collision, and ground snapping.
* Uses fixed timestep physics with interpolated rendering.
*
* Architecture:
* - Physics State: Updated at fixed rate (default 120Hz) for determinism
* - Render State: Interpolated between physics states for smooth visuals
* - Accumulator: Manages variable frame delta accumulation
*/
UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
class TENGRIPLATFORMER_API UTengriMovementComponent : public UActorComponent
@ -51,7 +56,7 @@ public:
// RUNTIME STATE
// ========================================================================
/** Current velocity in cm/s */
/** Current velocity in cm/s (synced from PhysicsVelocity each frame) */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Tengri Movement|State")
FVector Velocity;
@ -64,6 +69,52 @@ public:
FSurfaceThresholds CachedThresholds;
private:
// ========================================================================
// PHYSICS STATE (Deterministic)
// ========================================================================
/** Physics location updated at fixed timestep */
FVector PhysicsLocation = FVector::ZeroVector;
/** Physics rotation updated at fixed timestep */
FRotator PhysicsRotation = FRotator::ZeroRotator;
/** Physics velocity in cm/s */
FVector PhysicsVelocity = FVector::ZeroVector;
// ========================================================================
// RENDER STATE (Interpolated)
// ========================================================================
/** Interpolated location for smooth rendering */
FVector RenderLocation = FVector::ZeroVector;
/** Interpolated rotation for smooth rendering */
FRotator RenderRotation = FRotator::ZeroRotator;
// ========================================================================
// FIXED TIMESTEP
// ========================================================================
/** Fixed timestep duration in seconds (calculated from PhysicsTickRate) */
float FixedTimeStep = 1.0f / 120.0f;
/** Accumulated variable frame time */
float TimeAccumulator = 0.0f;
/** Maximum accumulator value to prevent spiral of death */
float MaxAccumulatorTime = 0.1f;
// ========================================================================
// INTERPOLATION HISTORY
// ========================================================================
/** Previous physics location for interpolation */
FVector PreviousPhysicsLocation = FVector::ZeroVector;
/** Previous physics rotation for interpolation */
FRotator PreviousPhysicsRotation = FRotator::ZeroRotator;
// ========================================================================
// INTERNAL STATE
// ========================================================================
@ -81,24 +132,41 @@ private:
void InitializeSystem();
// ========================================================================
// MOVEMENT PHASES
// PHYSICS TICK
// ========================================================================
/** Phase 1: Apply acceleration toward input direction or friction to stop */
void ApplyAccelerationAndFriction(float DeltaTime);
/**
* Deterministic physics update at fixed timestep.
* All movement logic runs here with constant delta time.
* @param FixedDeltaTime - Fixed timestep duration (e.g., 1/120 sec)
*/
void TickPhysics(float FixedDeltaTime);
/** Phase 2: Rotate character to face movement direction */
void ApplyRotation(float DeltaTime) const;
/** Save current physics state before next physics step */
void SavePreviousPhysicsState();
/** Phase 3: Apply gravity when airborne */
void ApplyGravity(float DeltaTime);
// ========================================================================
// INTERPOLATION
// ========================================================================
/** Phase 4: Resolve movement with collision */
FVector ResolveMovementWithCollision(float DeltaTime);
/**
* Interpolate render state between previous and current physics states.
* @param Alpha - Interpolation factor [0..1]
*/
void InterpolateRenderState(float Alpha);
/** Phase 5: Snap to ground to prevent slope jitter */
/** Apply interpolated render state to actor transform */
void ApplyRenderState() const;
// ========================================================================
// PHYSICS HELPERS
// ========================================================================
/**
* Snap to ground to prevent slope jitter.
* @param InOutLocation - Physics location (modified if snap succeeds)
* @param OutSnapHit - Hit result if ground found
* @return True if snapped to ground
*/
bool PerformGroundSnapping(FVector& InOutLocation, FHitResult& OutSnapHit) const;
/** Phase 6: Update grounded state based on collision results */
void UpdateGroundedState(bool bMoveBlocked, float HitNormalZ, bool bJustSnapped);
};