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https://github.com/eliasstepanik/big_space_with_trim.git
synced 2026-01-11 09:48:27 +00:00
Fix up error example
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756f5c266d
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@ -5,14 +5,14 @@
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//! independently from the camera, which is equivalent to what would happen when moving far from the
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//! origin when not using this plugin.
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use bevy::prelude::*;
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use big_space::{FloatingOrigin, FloatingSpatialBundle, GridCell};
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use bevy::prelude::{shape::UVSphere, *};
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use big_space::{FloatingOrigin, FloatingOriginSettings, GridCell};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.build().disable::<TransformPlugin>(),
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big_space::FloatingOriginPlugin::<i64>::default(),
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big_space::FloatingOriginPlugin::<i128>::new(10.0, 1.0),
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))
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.add_systems(Startup, (setup_scene, setup_ui))
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.add_systems(Update, (rotator_system, toggle_plugin))
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@ -26,47 +26,55 @@ fn main() {
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///
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/// This plugin can function much further from the origin without any issues. Try setting this to:
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/// 10_000_000_000_000_000_000_000_000_000_000_000_000
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const DISTANCE: f32 = 10_000_000.0;
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const DISTANCE: i128 = 10_000_000_000_000_000_000_000_000_000_000_000_000;
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/// Move the floating origin back to the "true" origin when the user presses the spacebar to emulate
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/// disabling the plugin. Normally you would make your active camera the floating origin to avoid
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/// this issue.
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fn toggle_plugin(
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input: Res<Input<KeyCode>>,
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settings: Res<big_space::FloatingOriginSettings>,
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mut text: Query<&mut Text>,
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mut state: Local<bool>,
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mut floating_origin: Query<&mut GridCell<i64>, With<FloatingOrigin>>,
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mut disabled: Local<bool>,
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mut floating_origin: Query<&mut GridCell<i128>, With<FloatingOrigin>>,
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) {
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if input.just_pressed(KeyCode::Space) {
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*state = !*state;
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*disabled = !*disabled;
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}
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let mut cell = floating_origin.single_mut();
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let cell_max = (DISTANCE / 10_000f32) as i64;
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let i = cell_max / 200;
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let mut origin_cell = floating_origin.single_mut();
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let index_max = DISTANCE / settings.grid_edge_length() as i128;
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let increment = index_max / 100;
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let msg = if *state {
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if 0 <= cell.x - i {
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cell.x = 0.max(cell.x - i);
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cell.y = 0.max(cell.y - i);
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cell.z = 0.max(cell.z - i);
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let msg = if *disabled {
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if origin_cell.x > 0 {
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origin_cell.x = 0.max(origin_cell.x - increment);
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"Disabling..."
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} else {
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"Floating Origin Disabled"
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}
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} else if cell_max >= cell.x + i {
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cell.x = i64::min(cell_max, cell.x + i);
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cell.y = i64::min(cell_max, cell.y + i);
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cell.z = i64::min(cell_max, cell.z + i);
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} else if origin_cell.x < index_max {
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origin_cell.x = index_max.min(origin_cell.x.saturating_add(increment));
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"Enabling..."
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} else {
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"Floating Origin Enabled"
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};
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let dist = (cell_max - cell.x) * 10_000;
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let dist = index_max.saturating_sub(origin_cell.x) * settings.grid_edge_length() as i128;
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text.single_mut().sections[0].value =
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format!("Press Spacebar to toggle: {msg}\nCamera distance to floating origin: {dist}")
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let thousands = |num: i128| {
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num.to_string()
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.as_bytes()
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.rchunks(3)
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.rev()
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.map(std::str::from_utf8)
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.collect::<Result<Vec<&str>, _>>()
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.unwrap()
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.join(",") // separator
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};
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text.single_mut().sections[0].value =
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format!("Press Spacebar to toggle: {msg}\nCamera distance to floating origin: {}\nCubes distance from origin: {}", thousands(dist), thousands(DISTANCE))
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}
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#[derive(Component)]
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@ -74,7 +82,7 @@ struct Rotator;
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotator>>) {
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for mut transform in &mut query {
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transform.rotate_x(3.0 * time.delta_seconds());
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transform.rotate_x(time.delta_seconds());
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}
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}
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@ -105,6 +113,7 @@ fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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settings: Res<FloatingOriginSettings>,
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) {
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 2.0 }));
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let cube_material_handle = materials.add(StandardMaterial {
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@ -112,27 +121,34 @@ fn setup_scene(
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..default()
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});
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let d = DISTANCE / settings.grid_edge_length() as i128;
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let distant_grid_cell = GridCell::<i128>::new(d, d, d);
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// Normally, we would put the floating origin on the camera. However in this example, we want to
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// show what happens as the camera is far from the origin, to emulate what happens when this
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// plugin isn't used.
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commands.spawn((
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FloatingSpatialBundle::<i64> {
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transform: Transform::from_translation(Vec3::splat(DISTANCE)),
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PbrBundle {
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mesh: meshes.add(UVSphere::default().into()),
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material: materials.add(Color::RED.into()),
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transform: Transform::from_scale(Vec3::splat(10000.0)),
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..default()
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},
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distant_grid_cell,
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FloatingOrigin,
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));
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// parent cube
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commands
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.spawn(PbrBundle {
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mesh: cube_handle.clone(),
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material: cube_material_handle.clone(),
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transform: Transform::from_translation(Vec3::splat(DISTANCE)),
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..default()
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})
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.insert(GridCell::<i64>::default())
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.insert(Rotator)
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.spawn((
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PbrBundle {
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mesh: cube_handle.clone(),
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material: cube_material_handle.clone(),
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..default()
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},
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distant_grid_cell,
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Rotator,
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))
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.with_children(|parent| {
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// child cube
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parent.spawn(PbrBundle {
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@ -143,18 +159,19 @@ fn setup_scene(
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});
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});
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// light
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commands
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.spawn(PointLightBundle {
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transform: Transform::from_xyz(DISTANCE + 4.0, DISTANCE - 10.0, DISTANCE - 4.0),
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commands.spawn((
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DirectionalLightBundle {
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transform: Transform::from_xyz(4.0, -10.0, -4.0),
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..default()
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})
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.insert(GridCell::<i64>::default());
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},
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distant_grid_cell,
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));
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// camera
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commands
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.spawn(Camera3dBundle {
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transform: Transform::from_xyz(DISTANCE + 8.0, DISTANCE - 8.0, DISTANCE)
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.looking_at(Vec3::splat(DISTANCE), Vec3::Y),
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(8.0, -8.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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})
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.insert(GridCell::<i64>::default());
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},
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distant_grid_cell,
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));
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}
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