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https://github.com/eliasstepanik/big_space_with_trim.git
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Add a convenience helper for reading GridCell and Transform from a query at the same time (#12)
Co-authored-by: Oliver Scherer <github@oli-obk.de> Co-authored-by: Aevyrie <aevyrie@gmail.com>
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@ -5,6 +5,7 @@ use bevy::{
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};
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use big_space::{
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camera::{CameraController, CameraInput},
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world_query::GridTransformReadOnly,
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FloatingOrigin, GridCell,
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};
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@ -153,14 +154,17 @@ fn ui_text_system(
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mut debug_text: Query<&mut Text, (With<BigSpaceDebugText>, Without<FunFactText>)>,
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mut fun_text: Query<&mut Text, (With<FunFactText>, Without<BigSpaceDebugText>)>,
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time: Res<Time>,
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origin: Query<(&GridCell<i128>, &Transform), With<FloatingOrigin>>,
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origin: Query<GridTransformReadOnly<i128>, With<FloatingOrigin>>,
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camera: Query<&CameraController>,
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objects: Query<&Transform, With<Handle<Mesh>>>,
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) {
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let (cell, transform) = origin.single();
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let translation = transform.translation;
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let origin = origin.single();
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let translation = origin.transform.translation;
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let grid_text = format!("GridCell: {}x, {}y, {}z", cell.x, cell.y, cell.z);
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let grid_text = format!(
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"GridCell: {}x, {}y, {}z",
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origin.cell.x, origin.cell.y, origin.cell.z
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);
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let translation_text = format!(
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"Transform: {:>8.2}x, {:>8.2}y, {:>8.2}z",
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@ -10,7 +10,11 @@ use bevy::{
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transform::TransformSystem,
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};
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use crate::{precision::GridPrecision, FloatingOriginSettings, GridCell};
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use crate::{
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precision::GridPrecision,
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world_query::{GridTransform, GridTransformReadOnly},
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FloatingOriginSettings,
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};
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/// Adds the `big_space` camera controller
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#[derive(Default)]
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@ -173,20 +177,21 @@ pub fn default_camera_inputs(
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/// Find the object nearest the camera
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pub fn nearest_objects<T: GridPrecision>(
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settings: Res<FloatingOriginSettings>,
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objects: Query<(Entity, &GridCell<T>, &Transform, &Aabb)>,
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mut camera: Query<(&mut CameraController, &GridCell<T>, &Transform)>,
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objects: Query<(Entity, GridTransformReadOnly<T>, &Aabb)>,
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mut camera: Query<(&mut CameraController, GridTransformReadOnly<T>)>,
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) {
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let (mut camera, cam_cell, cam_transform) = camera.single_mut();
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let (mut camera, cam_pos) = camera.single_mut();
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let nearest_object = objects
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.iter()
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.map(|(entity, cell, obj_transform, aabb)| {
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let pos = settings.grid_position_double(&(cell - cam_cell), obj_transform)
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- cam_transform.translation.as_dvec3();
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let dist = pos.length()
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- (aabb.half_extents.as_dvec3() * obj_transform.scale.as_dvec3())
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.map(|(entity, obj_pos, aabb)| {
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let center_distance = settings
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.grid_position_double(&(*obj_pos.cell - *cam_pos.cell), obj_pos.transform)
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- cam_pos.transform.translation.as_dvec3();
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let nearest_distance = center_distance.length()
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- (aabb.half_extents.as_dvec3() * obj_pos.transform.scale.as_dvec3())
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.abs()
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.max_element();
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(entity, dist)
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(entity, nearest_distance)
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})
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.filter(|v| v.1.is_finite())
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.reduce(|nearest, this| if this.1 < nearest.1 { this } else { nearest });
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@ -198,9 +203,9 @@ pub fn camera_controller<P: GridPrecision>(
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time: Res<Time>,
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settings: Res<FloatingOriginSettings>,
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mut input: ResMut<CameraInput>,
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mut camera: Query<(&mut Transform, &mut CameraController, &mut GridCell<P>)>,
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mut camera: Query<(GridTransform<P>, &mut CameraController)>,
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) {
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for (mut cam_transform, mut controller, mut cell) in camera.iter_mut() {
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for (mut position, mut controller) in camera.iter_mut() {
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let speed = match (controller.nearest_object, controller.slow_near_objects) {
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(Some(nearest), true) => nearest.1.abs(),
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_ => controller.speed,
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@ -215,16 +220,16 @@ pub fn camera_controller<P: GridPrecision>(
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let (vel_t_current, vel_r_current) = (controller.vel_translation, controller.vel_rotation);
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let (vel_t_target, vel_r_target) = input.target_velocity(speed, time.delta_seconds_f64());
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let cam_rot = cam_transform.rotation.as_dquat();
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let cam_rot = position.transform.rotation.as_dquat();
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let vel_t_next = cam_rot * vel_t_target; // Orients the translation to match the camera
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let vel_t_next = vel_t_current.lerp(vel_t_next, lerp_translation);
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// Convert the high precision translation to a grid cell and low precision translation
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let (cell_offset, new_translation) = settings.translation_to_grid(vel_t_next);
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*cell += cell_offset;
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cam_transform.translation += new_translation;
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*position.cell += cell_offset;
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position.transform.translation += new_translation;
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let new_rotation = vel_r_current.slerp(vel_r_target, lerp_rotation);
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cam_transform.rotation *= new_rotation.as_quat();
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position.transform.rotation *= new_rotation.as_quat();
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// Store the new velocity to be used in the next frame
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controller.vel_translation = vel_t_next;
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@ -105,3 +105,10 @@ impl<P: GridPrecision> std::ops::AddAssign for GridCell<P> {
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*self = self.add(rhs);
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}
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}
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impl<P: GridPrecision> std::ops::SubAssign for GridCell<P> {
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fn sub_assign(&mut self, rhs: Self) {
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use std::ops::Sub;
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*self = self.sub(rhs);
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}
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}
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24
src/lib.rs
24
src/lib.rs
@ -89,10 +89,12 @@
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use bevy::{math::DVec3, prelude::*, transform::TransformSystem};
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use propagation::propagate_transforms;
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use std::marker::PhantomData;
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use world_query::{GridTransformReadOnly, GridTransformReadOnlyItem};
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pub mod grid_cell;
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pub mod precision;
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pub mod propagation;
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pub mod world_query;
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pub use grid_cell::GridCell;
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@ -314,41 +316,39 @@ pub fn update_global_from_grid<P: GridPrecision>(
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origin: Query<(Ref<GridCell<P>>, Ref<FloatingOrigin>)>,
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mut entities: ParamSet<(
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Query<
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(&Transform, &mut GlobalTransform, &GridCell<P>),
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(GridTransformReadOnly<P>, &mut GlobalTransform),
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Or<(Changed<GridCell<P>>, Changed<Transform>)>,
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>,
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Query<(&Transform, &mut GlobalTransform, &GridCell<P>)>,
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Query<(GridTransformReadOnly<P>, &mut GlobalTransform)>,
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)>,
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) {
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let (origin_cell, floating_origin) = origin.single();
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if origin_cell.is_changed() || floating_origin.is_changed() {
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let mut all_entities = entities.p1();
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all_entities
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.par_iter_mut()
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.for_each(|(local, global, entity_cell)| {
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update_global_from_cell_local(&settings, entity_cell, &origin_cell, local, global);
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all_entities.par_iter_mut().for_each(|(local, global)| {
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update_global_from_cell_local(&settings, &origin_cell, local, global);
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});
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} else {
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let mut moved_cell_entities = entities.p0();
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moved_cell_entities
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.par_iter_mut()
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.for_each(|(local, global, entity_cell)| {
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update_global_from_cell_local(&settings, entity_cell, &origin_cell, local, global);
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.for_each(|(local, global)| {
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update_global_from_cell_local(&settings, &origin_cell, local, global);
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});
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}
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}
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fn update_global_from_cell_local<P: GridPrecision>(
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settings: &FloatingOriginSettings,
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entity_cell: &GridCell<P>,
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origin_cell: &GridCell<P>,
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local: &Transform,
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local: GridTransformReadOnlyItem<P>,
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mut global: Mut<GlobalTransform>,
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) {
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let grid_cell_delta = entity_cell - origin_cell;
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let grid_cell_delta = *local.cell - *origin_cell;
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*global = local
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.with_translation(settings.grid_position(&grid_cell_delta, local))
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.transform
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.with_translation(settings.grid_position(&grid_cell_delta, local.transform))
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.into();
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}
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109
src/world_query.rs
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109
src/world_query.rs
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@ -0,0 +1,109 @@
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//! A helper query argument that ensures you don't forget to handle
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//! the [`GridCell`] when you work with a [`Transform`].
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use bevy::ecs::query::QueryData;
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use bevy::math::DVec3;
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use bevy::prelude::*;
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use crate::precision::GridPrecision;
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use crate::{FloatingOriginSettings, GridCell};
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#[derive(QueryData)]
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#[query_data(mutable)]
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/// A convenience query argument that groups a [`Transform`] with its [`GridCell`].
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/// If you only want to read from the position, use [`GridTransformReadOnly`] instead,
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/// as this will allow the bevy ECS to run multiple queries using [`GridTransformReadOnly`]
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/// at the same time (just like multiple queries with `&Transform` are fine).
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pub struct GridTransform<P: GridPrecision> {
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/// Grid local transform
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pub transform: &'static mut Transform,
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/// The grid to which `transform` is relative to.
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pub cell: &'static mut GridCell<P>,
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}
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impl<'w, P: GridPrecision> GridTransformItem<'w, P> {
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/// Compute the global position with double precision.
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pub fn position_double(&self, settings: &FloatingOriginSettings) -> DVec3 {
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settings.grid_position_double(&self.cell, &self.transform)
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}
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/// Compute the global position.
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pub fn position(&self, settings: &FloatingOriginSettings) -> Vec3 {
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settings.grid_position(&self.cell, &self.transform)
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}
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/// Get a copy of the fields to work with.
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pub fn to_owned(&self) -> GridTransformOwned<P> {
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GridTransformOwned {
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transform: *self.transform,
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cell: *self.cell,
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}
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}
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}
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impl<'w, P: GridPrecision> GridTransformReadOnlyItem<'w, P> {
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/// Compute the global position with double precision.
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pub fn position_double(&self, settings: &FloatingOriginSettings) -> DVec3 {
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settings.grid_position_double(self.cell, self.transform)
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}
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/// Compute the global position.
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pub fn position(&self, settings: &FloatingOriginSettings) -> Vec3 {
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settings.grid_position(self.cell, self.transform)
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}
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/// Get a copy of the fields to work with.
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pub fn to_owned(&self) -> GridTransformOwned<P> {
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GridTransformOwned {
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transform: *self.transform,
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cell: *self.cell,
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}
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}
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}
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/// A convenience wrapper that allows working with grid and transform easily
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#[derive(Copy, Clone)]
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pub struct GridTransformOwned<P: GridPrecision> {
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/// Grid local transform
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pub transform: Transform,
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/// The grid to which `transform` is relative to.
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pub cell: GridCell<P>,
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}
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impl<P: GridPrecision> std::ops::Sub for GridTransformOwned<P> {
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type Output = Self;
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/// Compute a new transform that maps from `source` to `self`.
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fn sub(mut self, source: Self) -> Self {
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self.cell -= source.cell;
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self.transform.translation -= source.transform.translation;
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self.transform.scale /= source.transform.scale;
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self.transform.rotation *= source.transform.rotation.inverse();
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self
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}
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}
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impl<P: GridPrecision> std::ops::Add for GridTransformOwned<P> {
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type Output = Self;
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/// Compute a new transform that shifts, scales and rotates `self` by `diff`.
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fn add(mut self, diff: Self) -> Self {
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self.cell += diff.cell;
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self.transform.translation += diff.transform.translation;
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self.transform.scale *= diff.transform.scale;
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self.transform.rotation *= diff.transform.rotation;
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self
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}
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}
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impl<P: GridPrecision> GridTransformOwned<P> {
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/// Compute the global position with double precision.
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pub fn position_double(&self, space: &FloatingOriginSettings) -> DVec3 {
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space.grid_position_double(&self.cell, &self.transform)
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}
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/// Compute the global position.
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pub fn position(&self, space: &FloatingOriginSettings) -> Vec3 {
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space.grid_position(&self.cell, &self.transform)
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}
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}
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