pub struct Time<T: Default = ()> { /* private fields */ }
Expand description
A generic clock resource that tracks how much it has advanced since its previous update and since its creation.
Multiple instances of this resource are inserted automatically by
TimePlugin
:
Time<Real>
tracks real wall-clock time elapsed.Time<Virtual>
tracks virtual game time that may be paused or scaled.Time<Fixed>
tracks fixed timesteps based on virtual time.Time
is a generic clock that corresponds to “current” or “default” time for systems. It containsTime<Virtual>
except inside theFixedMain
schedule when it containsTime<Fixed>
.
The time elapsed since the previous time this clock was advanced is saved as
delta()
and the total amount of time the clock has advanced
is saved as elapsed()
. Both are represented as exact
Duration
values with fixed nanosecond precision. The clock does not
support time moving backwards, but it can be updated with Duration::ZERO
which will set delta()
to zero.
These values are also available in seconds as f32
via
delta_seconds()
and
elapsed_seconds()
, and also in seconds as f64
via delta_seconds_f64()
and
elapsed_seconds_f64()
.
Since elapsed_seconds()
will grow constantly and
is f32
, it will exhibit gradual precision loss. For applications that
require an f32
value but suffer from gradual precision loss there is
elapsed_seconds_wrapped()
available. The
same wrapped value is also available as Duration
and f64
for
consistency. The wrap period is by default 1 hour, and can be set by
set_wrap_period()
.
§Accessing clocks
By default, any systems requiring current delta()
or
elapsed()
should use Res<Time>
to access the default
time configured for the program. By default, this refers to
Time<Virtual>
except during the
FixedMain
schedule when it refers to
Time<Fixed>
. This ensures your system can be used
either in Update
or
FixedUpdate
schedule depending on what is needed.
fn ambivalent_system(time: Res<Time>) {
println!("this how I see time: delta {:?}, elapsed {:?}", time.delta(), time.elapsed());
}
If your system needs to react based on real time (wall clock time), like for
user interfaces, it should use Res<Time<Real>>
. The
delta()
and elapsed()
values will always
correspond to real time and will not be affected by pause, time scaling or
other tweaks.
fn real_time_system(time: Res<Time<Real>>) {
println!("this will always be real time: delta {:?}, elapsed {:?}", time.delta(), time.elapsed());
}
If your system specifically needs to access fixed timestep clock, even when
placed in Update
schedule, you should use Res<Time<Fixed>>
. The
delta()
and elapsed()
values will
correspond to the latest fixed timestep that has been run.
fn fixed_time_system(time: Res<Time<Fixed>>) {
println!("this will always be the last executed fixed timestep: delta {:?}, elapsed {:?}", time.delta(), time.elapsed());
}
Finally, if your system specifically needs to know the current virtual game
time, even if placed inside FixedUpdate
, for
example to know if the game is was_paused()
or to use
effective_speed()
, you can use
Res<Time<Virtual>>
. However, if the system is placed in
FixedUpdate
, extra care must be used because your
system might be run multiple times with the same delta()
and elapsed()
values as the virtual game time has not
changed between the iterations.
fn fixed_time_system(time: Res<Time<Virtual>>) {
println!("this will be virtual time for this update: delta {:?}, elapsed {:?}", time.delta(), time.elapsed());
println!("also the relative speed of the game is now {}", time.effective_speed());
}
If you need to change the settings for any of the clocks, for example to
pause()
the game, you should use ResMut<Time<Virtual>>
.
#[derive(Event)]
struct PauseEvent(bool);
fn pause_system(mut time: ResMut<Time<Virtual>>, mut events: EventReader<PauseEvent>) {
for ev in events.read() {
if ev.0 {
time.pause();
} else {
time.unpause();
}
}
}
§Adding custom clocks
New custom clocks can be created by creating your own struct as a context
and passing it to new_with()
. These clocks can be
inserted as resources as normal and then accessed by systems. You can use
the advance_by()
or advance_to()
methods to move the clock forwards based on your own logic.
If you want to add methods for your time instance and they require access to
both your context and the generic time part, it’s probably simplest to add a
custom trait for them and implement it for Time<Custom>
.
Your context struct will need to implement the Default
trait because
Time
structures support reflection. It also makes initialization trivial
by being able to call app.init_resource::<Time<Custom>>()
.
You can also replace the “generic” Time
clock resource if the “default”
time for your game should not be the default virtual time provided. You can
get a “generic” snapshot of your clock by calling as_generic()
and then
overwrite the Time
resource with it. The default systems added by
TimePlugin
will overwrite the Time
clock during
First
and FixedUpdate
schedules.
#[derive(Debug)]
struct Custom {
last_external_time: Instant,
}
impl Default for Custom {
fn default() -> Self {
Self {
last_external_time: Instant::now(),
}
}
}
trait CustomTime {
fn update_from_external(&mut self, instant: Instant);
}
impl CustomTime for Time<Custom> {
fn update_from_external(&mut self, instant: Instant) {
let delta = instant - self.context().last_external_time;
self.advance_by(delta);
self.context_mut().last_external_time = instant;
}
}
Implementations§
Source§impl Time<Fixed>
impl Time<Fixed>
Sourcepub fn from_duration(timestep: Duration) -> Self
pub fn from_duration(timestep: Duration) -> Self
Sourcepub fn from_seconds(seconds: f64) -> Self
pub fn from_seconds(seconds: f64) -> Self
Return new fixed time clock with given timestep seconds as f64
§Panics
Panics if seconds
is zero, negative or not finite.
Sourcepub fn from_hz(hz: f64) -> Self
pub fn from_hz(hz: f64) -> Self
Return new fixed time clock with given timestep frequency in Hertz (1/seconds)
§Panics
Panics if hz
is zero, negative or not finite.
Sourcepub fn timestep(&self) -> Duration
pub fn timestep(&self) -> Duration
Returns the amount of virtual time that must pass before the fixed timestep schedule is run again.
Sourcepub fn set_timestep(&mut self, timestep: Duration)
pub fn set_timestep(&mut self, timestep: Duration)
Sets the amount of virtual time that must pass before the fixed timestep
schedule is run again, as Duration
.
Takes effect immediately on the next run of the schedule, respecting
what is currently in Self::overstep
.
§Panics
Panics if timestep
is zero.
Sourcepub fn set_timestep_seconds(&mut self, seconds: f64)
pub fn set_timestep_seconds(&mut self, seconds: f64)
Sets the amount of virtual time that must pass before the fixed timestep schedule is run again, as seconds.
Timestep is stored as a Duration
, which has fixed nanosecond
resolution and will be converted from the floating point number.
Takes effect immediately on the next run of the schedule, respecting
what is currently in Self::overstep
.
§Panics
Panics if seconds
is zero, negative or not finite.
Sourcepub fn set_timestep_hz(&mut self, hz: f64)
pub fn set_timestep_hz(&mut self, hz: f64)
Sets the amount of virtual time that must pass before the fixed timestep schedule is run again, as frequency.
The timestep value is set to 1 / hz
, converted to a Duration
which
has fixed nanosecond resolution.
Takes effect immediately on the next run of the schedule, respecting
what is currently in Self::overstep
.
§Panics
Panics if hz
is zero, negative or not finite.
Sourcepub fn overstep(&self) -> Duration
pub fn overstep(&self) -> Duration
Returns the amount of overstep time accumulated toward new steps, as
Duration
.
Sourcepub fn discard_overstep(&mut self, discard: Duration)
pub fn discard_overstep(&mut self, discard: Duration)
Discard a part of the overstep amount.
If discard
is higher than overstep, the overstep becomes zero.
Sourcepub fn overstep_fraction(&self) -> f32
pub fn overstep_fraction(&self) -> f32
Returns the amount of overstep time accumulated toward new steps, as an
f32
fraction of the timestep.
Sourcepub fn overstep_fraction_f64(&self) -> f64
pub fn overstep_fraction_f64(&self) -> f64
Returns the amount of overstep time accumulated toward new steps, as an
f64
fraction of the timestep.
Source§impl Time<Real>
impl Time<Real>
Sourcepub fn new(startup: Instant) -> Self
pub fn new(startup: Instant) -> Self
Constructs a new Time<Real>
instance with a specific startup
Instant
.
Sourcepub fn update(&mut self)
pub fn update(&mut self)
Updates the internal time measurements.
Calling this method as part of your app will most likely result in
inaccurate timekeeping, as the Time
resource is ordinarily managed
by the TimePlugin
.
Sourcepub fn update_with_duration(&mut self, duration: Duration)
pub fn update_with_duration(&mut self, duration: Duration)
Updates time with a specified Duration
.
This method is provided for use in tests.
Calling this method as part of your app will most likely result in
inaccurate timekeeping, as the Time
resource is ordinarily managed
by the TimePlugin
.
Sourcepub fn update_with_instant(&mut self, instant: Instant)
pub fn update_with_instant(&mut self, instant: Instant)
Updates time with a specified Instant
.
This method is provided for use in tests.
Calling this method as part of your app will most likely result in inaccurate timekeeping,
as the Time
resource is ordinarily managed by the TimePlugin
.
Sourcepub fn startup(&self) -> Instant
pub fn startup(&self) -> Instant
Returns the Instant
the clock was created.
This usually represents when the app was started.
Sourcepub fn first_update(&self) -> Option<Instant>
pub fn first_update(&self) -> Option<Instant>
Returns the Instant
when Self::update
was first called, if it
exists.
This usually represents when the first app update started.
Sourcepub fn last_update(&self) -> Option<Instant>
pub fn last_update(&self) -> Option<Instant>
Returns the Instant
when Self::update
was last called, if it
exists.
This usually represents when the current app update started.
Source§impl<T: Default> Time<T>
impl<T: Default> Time<T>
Sourcepub fn new_with(context: T) -> Self
pub fn new_with(context: T) -> Self
Create a new clock from context with Self::delta
and Self::elapsed
starting from
zero.
Sourcepub fn advance_by(&mut self, delta: Duration)
pub fn advance_by(&mut self, delta: Duration)
Advance this clock by adding a delta
duration to it.
The added duration will be returned by Self::delta
and
Self::elapsed
will be increased by the duration. Adding
Duration::ZERO
is allowed and will set Self::delta
to zero.
Sourcepub fn advance_to(&mut self, elapsed: Duration)
pub fn advance_to(&mut self, elapsed: Duration)
Advance this clock to a specific elapsed
time.
Self::delta()
will return the amount of time the clock was advanced
and Self::elapsed()
will be the elapsed
value passed in. Cannot be
used to move time backwards.
§Panics
Panics if elapsed
is less than Self::elapsed()
.
Sourcepub fn wrap_period(&self) -> Duration
pub fn wrap_period(&self) -> Duration
Returns the modulus used to calculate elapsed_wrapped
.
Note: The default modulus is one hour.
Sourcepub fn set_wrap_period(&mut self, wrap_period: Duration)
pub fn set_wrap_period(&mut self, wrap_period: Duration)
Sets the modulus used to calculate elapsed_wrapped
.
Note: This will not take effect until the next update.
§Panics
Panics if wrap_period
is a zero-length duration.
Sourcepub fn delta_seconds(&self) -> f32
pub fn delta_seconds(&self) -> f32
Sourcepub fn delta_seconds_f64(&self) -> f64
pub fn delta_seconds_f64(&self) -> f64
Sourcepub fn elapsed_seconds(&self) -> f32
pub fn elapsed_seconds(&self) -> f32
Returns how much time has advanced since startup
, as f32
seconds.
Note: This is a monotonically increasing value. Its precision will degrade over time.
If you need an f32
but that precision loss is unacceptable,
use elapsed_seconds_wrapped
.
Sourcepub fn elapsed_seconds_f64(&self) -> f64
pub fn elapsed_seconds_f64(&self) -> f64
Sourcepub fn elapsed_wrapped(&self) -> Duration
pub fn elapsed_wrapped(&self) -> Duration
Returns how much time has advanced since startup
modulo
the wrap_period
, as Duration
.
Sourcepub fn elapsed_seconds_wrapped(&self) -> f32
pub fn elapsed_seconds_wrapped(&self) -> f32
Returns how much time has advanced since startup
modulo
the wrap_period
, as f32
seconds.
This method is intended for applications (e.g. shaders) that require an f32
value but
suffer from the gradual precision loss of elapsed_seconds
.
Sourcepub fn elapsed_seconds_wrapped_f64(&self) -> f64
pub fn elapsed_seconds_wrapped_f64(&self) -> f64
Returns how much time has advanced since startup
modulo
the wrap_period
, as f64
seconds.
Sourcepub fn context_mut(&mut self) -> &mut T
pub fn context_mut(&mut self) -> &mut T
Returns a mutable reference to the context of this specific clock.
Sourcepub fn as_generic(&self) -> Time<()>
pub fn as_generic(&self) -> Time<()>
Returns a copy of this clock as fully generic clock without context.
Source§impl Time<Virtual>
impl Time<Virtual>
Sourcepub fn from_max_delta(max_delta: Duration) -> Self
pub fn from_max_delta(max_delta: Duration) -> Self
Sourcepub fn max_delta(&self) -> Duration
pub fn max_delta(&self) -> Duration
Returns the maximum amount of time that can be added to this clock by a
single update, as Duration
.
This is the maximum value Self::delta()
will return and also to
maximum time Self::elapsed()
will be increased by in a single
update.
This ensures that even if no updates happen for an extended amount of time, the clock will not have a sudden, huge advance all at once. This also indirectly limits the maximum number of fixed update steps that can run in a single update.
The default value is 250 milliseconds.
Sourcepub fn set_max_delta(&mut self, max_delta: Duration)
pub fn set_max_delta(&mut self, max_delta: Duration)
Sets the maximum amount of time that can be added to this clock by a
single update, as Duration
.
This is the maximum value Self::delta()
will return and also to
maximum time Self::elapsed()
will be increased by in a single
update.
This is used to ensure that even if the game freezes for a few seconds, or is suspended for hours or even days, the virtual clock doesn’t suddenly jump forward for that full amount, which would likely cause gameplay bugs or having to suddenly simulate all the intervening time.
If no updates happen for an extended amount of time, this limit prevents having a sudden, huge advance all at once. This also indirectly limits the maximum number of fixed update steps that can run in a single update.
The default value is 250 milliseconds. If you want to disable this
feature, set the value to Duration::MAX
.
§Panics
Panics if max_delta
is zero.
Sourcepub fn relative_speed(&self) -> f32
pub fn relative_speed(&self) -> f32
Returns the speed the clock advances relative to your system clock, as f32
.
This is known as “time scaling” or “time dilation” in other engines.
Sourcepub fn relative_speed_f64(&self) -> f64
pub fn relative_speed_f64(&self) -> f64
Returns the speed the clock advances relative to your system clock, as f64
.
This is known as “time scaling” or “time dilation” in other engines.
Sourcepub fn effective_speed(&self) -> f32
pub fn effective_speed(&self) -> f32
Returns the speed the clock advanced relative to your system clock in
this update, as f32
.
Returns 0.0
if the game was paused or what the relative_speed
value
was at the start of this update.
Sourcepub fn effective_speed_f64(&self) -> f64
pub fn effective_speed_f64(&self) -> f64
Returns the speed the clock advanced relative to your system clock in
this update, as f64
.
Returns 0.0
if the game was paused or what the relative_speed
value
was at the start of this update.
Sourcepub fn set_relative_speed(&mut self, ratio: f32)
pub fn set_relative_speed(&mut self, ratio: f32)
Sourcepub fn set_relative_speed_f64(&mut self, ratio: f64)
pub fn set_relative_speed_f64(&mut self, ratio: f64)
Sourcepub fn was_paused(&self) -> bool
pub fn was_paused(&self) -> bool
Returns true
if the clock was paused at the start of this update.
Trait Implementations§
Source§impl<T> FromReflect for Time<T>where
Self: Any + Send + Sync,
T: TypePath + FromReflect + RegisterForReflection + Default,
Duration: FromReflect + TypePath + RegisterForReflection,
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f64: FromReflect + TypePath + RegisterForReflection,
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fn reflect_module_path(&self) -> Option<&str>
Source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World
.Source§impl<S> GetField for Swhere
S: Struct,
impl<S> GetField for Swhere
S: Struct,
Source§impl<T> GetPath for T
impl<T> GetPath for T
Source§fn reflect_path<'p>(
&self,
path: impl ReflectPath<'p>,
) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path<'p>( &self, path: impl ReflectPath<'p>, ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
path
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&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>
path
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&self,
path: impl ReflectPath<'p>,
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
fn path<'p, T>(
&self,
path: impl ReflectPath<'p>,
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
path
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&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
fn path_mut<'p, T>(
&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
path
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