//! This [`bevy`] plugin makes it easy to build high-precision worlds that exceed the size of the //! observable universe, with no added dependencies, while remaining largely compatible with the //! rest of the Bevy ecosystem. //! //! ### Problem //! //! Objects far from the origin suffer from reduced precision, causing rendered meshes to jitter and //! jiggle, and transformation calculations to encounter catastrophic cancellation. //! //! As the camera moves farther from the origin, the scale of floats needed to describe the position //! of meshes and the camera get larger, which in turn means there is less precision available. //! Consequently, when the matrix math is done to compute the position of objects in view space, //! mesh vertices will be displaced due to this lost precision. //! //! ### Solution //! //! While using the [`FloatingOriginPlugin`], entities are placed into a [`GridCell`] in a large //! fixed precision grid. Inside a `GridCell`, an entity's `Transform` is relative to the center of //! that grid cell. If an entity moves into a neighboring cell, its transform will be recomputed //! relative to the center of that new cell. This prevents `Transforms` from ever becoming larger //! than a single grid cell, and thus prevents floating point precision artifacts. //! //! The same thing happens to the entity marked with the [`FloatingOrigin`] component. The only //! difference is that the `GridCell` of the floating origin is used when computing the //! `GlobalTransform` of all other entities. To an outside observer, as the floating origin camera //! moves through space and reaches the limits of its `GridCell`, it would appear to teleport to the //! opposite side of the cell, similar to the spaceship in the game *Asteroids*. //! //! The `GlobalTransform` of all entities is computed relative to the floating origin's grid cell. //! Because of this, entities very far from the origin will have very large, imprecise positions. //! However, this is always relative to the camera (floating origin), so these artifacts will always //! be too far away to be seen, no matter where the camera moves. Because this only affects the //! `GlobalTransform` and not the `Transform`, this also means that entities will never permanently //! lose precision just because they were far from the origin at some point. //! //! # Getting Started //! //! All that's needed to start using this plugin: //! 1. Disable Bevy's transform plugin: `DefaultPlugins.build().disable::()` //! 2. Add the [`FloatingOriginPlugin`] to your `App` //! 3. Add the [`GridCell`] component to all spatial entities //! 4. Add the [`FloatingOrigin`] component to the active camera //! //! Take a look at [`FloatingOriginSettings`] resource for configuration options, as well as some //! useful helper methods. //! //! # Moving Entities //! //! For the most part, you can update the position of entities normally while using this plugin, and //! it will automatically handle the tricky bits. However, there is one big caveat: //! //! **Avoid setting position absolutely, instead prefer applying a relative delta** //! //! Instead of: //! //! ```no_run //! transform.translation = a_huge_imprecise_position; //! ``` //! //! do: //! //! ```no_run //! let delta = new_pos - old_pos; //! transform.translation += delta; //! ``` //! //! ## Absolute Position //! //! If you are updating the position of an entity with absolute positions, and the position exceeds //! the bounds of the entity's grid cell, the floating origin plugin will recenter that entity into //! its new cell. Every time you update that entity, you will be fighting with the plugin as it //! constantly recenters your entity. This can especially cause problems with camera controllers //! which may not expect the large discontinuity in position as an entity moves between cells. //! //! The other reason to avoid this is you will likely run into precision issues! This plugin exists //! because single precision is limited, and the larger the position coordinates get, the less //! precision you have. //! //! However, if you have something that must not accumulate error, like the orbit of a planet, you //! can instead do the orbital calculation (position as a function of time) to compute the absolute //! position of the planet with high precision, then directly compute the [`GridCell`] and //! [`Transform`] of that entity using [`FloatingOriginSettings::translation_to_grid`]. If the star //! this planet is orbiting around is also moving through space, note that you can add/subtract grid //! cells. This means you can do each calculation in the reference frame of the moving body, and sum //! up the computed translations and grid cell offsets to get a more precise result. #![allow(clippy::type_complexity)] #![deny(missing_docs)] use bevy::{math::DVec3, prelude::*, transform::TransformSystem}; use std::marker::PhantomData; pub mod camera; pub mod precision; #[cfg(feature = "debug")] pub mod debug; use precision::*; /// Add this plugin to your [`App`] to for floating origin functionality. #[derive(Default)] pub struct FloatingOriginPlugin { /// Initial floating origin settings. pub settings: FloatingOriginSettings, phantom: PhantomData

, } impl FloatingOriginPlugin

{ /// # `switching_threshold`: /// /// How far past the extents of a cell an entity must travel before a grid recentering occurs. /// This prevents entities from rapidly switching between cells when moving along a boundary. pub fn new(grid_edge_length: f32, switching_threshold: f32) -> Self { FloatingOriginPlugin { settings: FloatingOriginSettings::new(grid_edge_length, switching_threshold), ..Default::default() } } } impl Plugin for FloatingOriginPlugin

{ fn build(&self, app: &mut App) { app.insert_resource(self.settings.clone()) .register_type::() .register_type::() .register_type::>() .add_plugin(ValidParentCheckPlugin::::default()) .configure_set(TransformSystem::TransformPropagate.in_base_set(CoreSet::PostUpdate)) .edit_schedule(CoreSchedule::Startup, |schedule| { schedule.configure_set( TransformSystem::TransformPropagate.in_base_set(StartupSet::PostStartup), ); }) // add transform systems to startup so the first update is "correct" .add_startup_systems( ( recenter_transform_on_grid::

.before(update_global_from_grid::

), update_global_from_grid::

.before(transform_propagate_system::

), transform_propagate_system::

, ) .in_set(TransformSystem::TransformPropagate), ) // .add_systems( ( recenter_transform_on_grid::

.before(update_global_from_grid::

), update_global_from_grid::

.before(transform_propagate_system::

), transform_propagate_system::

, ) .in_set(TransformSystem::TransformPropagate), ); } } /// Configuration settings for the floating origin plugin. #[derive(Reflect, Clone, Resource)] pub struct FloatingOriginSettings { grid_edge_length: f32, maximum_distance_from_origin: f32, } impl FloatingOriginSettings { fn new(grid_edge_length: f32, switching_threshold: f32) -> Self { Self { grid_edge_length, maximum_distance_from_origin: grid_edge_length / 2.0 + switching_threshold, } } /// Compute the double precision position of an entity's [`Transform`] with respect to the given /// [`GridCell`]. pub fn grid_position_double( &self, pos: &GridCell

, transform: &Transform, ) -> DVec3 { DVec3 { x: pos.x.as_f64() * self.grid_edge_length as f64 + transform.translation.x as f64, y: pos.y.as_f64() * self.grid_edge_length as f64 + transform.translation.y as f64, z: pos.z.as_f64() * self.grid_edge_length as f64 + transform.translation.z as f64, } } /// Compute the single precision position of an entity's [`Transform`] with respect to the given /// [`GridCell`]. pub fn grid_position( &self, pos: &GridCell

, transform: &Transform, ) -> Vec3 { Vec3 { x: pos.x.as_f64() as f32 * self.grid_edge_length + transform.translation.x, y: pos.y.as_f64() as f32 * self.grid_edge_length + transform.translation.y, z: pos.z.as_f64() as f32 * self.grid_edge_length + transform.translation.z, } } /// Convert a large translation into a small translation relative to a grid cell. pub fn translation_to_grid( &self, input: impl Into, ) -> (GridCell

, Vec3) { let l = self.grid_edge_length as f64; let input = input.into(); let DVec3 { x, y, z } = input; if input.abs().max_element() < self.maximum_distance_from_origin as f64 { return (GridCell::default(), input.as_vec3()); } let x_r = (x / l).round(); let y_r = (y / l).round(); let z_r = (z / l).round(); let t_x = x - x_r * l; let t_y = y - y_r * l; let t_z = z - z_r * l; ( GridCell { x: P::from_f32(x_r as f32), y: P::from_f32(y_r as f32), z: P::from_f32(z_r as f32), }, Vec3::new(t_x as f32, t_y as f32, t_z as f32), ) } /// Convert a large translation into a small translation relative to a grid cell. pub fn imprecise_translation_to_grid( &self, input: Vec3, ) -> (GridCell

, Vec3) { self.translation_to_grid(input.as_dvec3()) } } impl Default for FloatingOriginSettings { fn default() -> Self { Self::new(10_000f32, 100f32) } } /// Minimal bundle needed to position an entity in floating origin space. /// /// This is the floating origin equivalent of the [`SpatialBundle`]. #[derive(Bundle, Default)] pub struct FloatingSpatialBundle { /// The visibility of the entity. pub visibility: Visibility, /// The computed visibility of the entity. pub computed: ComputedVisibility, /// The transform of the entity. pub transform: Transform, /// The global transform of the entity. pub global_transform: GlobalTransform, /// The grid position of the entity pub grid_position: GridCell

, } /// Defines the grid cell this entity's `Transform` is relative to. /// /// This component is generic over a few integer types to allow you to select the grid size you /// need. These correspond to a total usable volume of a cube with the following edge lengths: /// /// **Assuming you are using a grid cell edge length of 10,000 meters, and `1.0` == 1 meter** /// /// - i8: 2,560 km = 74% of the diameter of the Moon /// - i16: 655,350 km = 85% of the diameter of the Moon's orbit around Earth /// - i32: 0.0045 light years = ~4 times the width of the solar system /// - i64: 19.5 million light years = ~100 times the width of the milky way galaxy /// - i128: 3.6e+26 light years = ~3.9e+15 times the width of the observable universe /// /// where /// /// `usable_edge_length = 2^(integer_bits) * grid_cell_edge_length` /// /// # Note /// /// Be sure you are using the same grid index precision everywhere. It might be a good idea to /// define a type alias! /// /// ``` /// # use crate::GridCell; /// type GalacticGrid = GridCell; /// ``` /// #[derive(Component, Default, Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy, Hash, Reflect)] #[reflect(Component, Default, PartialEq)] pub struct GridCell { /// The x-index of the cell. pub x: P, /// The y-index of the cell. pub y: P, /// The z-index of the cell. pub z: P, } impl GridCell

{ /// Construct a new [`GridCell`]. pub fn new(x: P, y: P, z: P) -> Self { Self { x, y, z } } /// The origin [`GridCell`]. pub const ZERO: Self = GridCell { x: P::ZERO, y: P::ZERO, z: P::ZERO, }; /// A unit value [`GridCell`]. Useful for offsets. pub const ONE: Self = GridCell { x: P::ONE, y: P::ONE, z: P::ONE, }; } impl std::ops::Add for GridCell

{ type Output = GridCell

; fn add(self, rhs: Self) -> Self::Output { GridCell { x: self.x.wrapping_add(rhs.x), y: self.y.wrapping_add(rhs.y), z: self.z.wrapping_add(rhs.z), } } } impl std::ops::Sub for GridCell

{ type Output = GridCell

; fn sub(self, rhs: Self) -> Self::Output { GridCell { x: self.x.wrapping_sub(rhs.x), y: self.y.wrapping_sub(rhs.y), z: self.z.wrapping_sub(rhs.z), } } } impl std::ops::Add for &GridCell

{ type Output = GridCell

; fn add(self, rhs: Self) -> Self::Output { (*self).add(*rhs) } } impl std::ops::Sub for &GridCell

{ type Output = GridCell

; fn sub(self, rhs: Self) -> Self::Output { (*self).sub(*rhs) } } impl std::ops::AddAssign for GridCell

{ fn add_assign(&mut self, rhs: Self) { use std::ops::Add; *self = self.add(rhs); } } /// Marks the entity to use as the floating origin. All other entities will be positioned relative /// to this entity's [`GridCell`]. #[derive(Component, Reflect)] pub struct FloatingOrigin; /// If an entity's transform becomes larger than the specified limit, it is relocated to the nearest /// grid cell to reduce the size of the transform. pub fn recenter_transform_on_grid( settings: Res, mut query: Query<(&mut GridCell

, &mut Transform), (Changed, Without)>, ) { query .par_iter_mut() .for_each_mut(|(mut grid_pos, mut transform)| { if transform.as_ref().translation.abs().max_element() > settings.maximum_distance_from_origin { let (grid_cell_delta, translation) = settings.imprecise_translation_to_grid(transform.as_ref().translation); *grid_pos = *grid_pos + grid_cell_delta; transform.translation = translation; } }); } /// Compute the `GlobalTransform` relative to the floating origin. pub fn update_global_from_grid( settings: Res, origin: Query<(&GridCell

, Changed>), With>, mut entities: ParamSet<( Query< (&Transform, &mut GlobalTransform, &GridCell

), Or<(Changed>, Changed)>, >, Query<(&Transform, &mut GlobalTransform, &GridCell

)>, )>, ) { let (origin_cell, origin_grid_pos_changed) = origin.single(); if origin_grid_pos_changed { let mut all_entities = entities.p1(); all_entities .par_iter_mut() .for_each_mut(|(local, global, entity_cell)| { update_global_from_cell_local(&settings, entity_cell, origin_cell, local, global); }); } else { let mut moved_cell_entities = entities.p0(); moved_cell_entities .par_iter_mut() .for_each_mut(|(local, global, entity_cell)| { update_global_from_cell_local(&settings, entity_cell, origin_cell, local, global); }); } } fn update_global_from_cell_local( settings: &FloatingOriginSettings, entity_cell: &GridCell

, origin_cell: &GridCell

, local: &Transform, mut global: Mut, ) { let grid_cell_delta = entity_cell - origin_cell; *global = local .with_translation(settings.grid_position(&grid_cell_delta, local)) .into(); } /// Update [`GlobalTransform`] component of entities based on entity hierarchy and /// [`Transform`] component. pub fn transform_propagate_system( origin_moved: Query<(), (Changed>, With)>, mut root_query_no_grid: Query< ( Option<(&Children, Changed)>, &Transform, Changed, &mut GlobalTransform, Entity, ), (Without>, Without), >, mut root_query_grid: Query< ( Option<(&Children, Changed)>, Changed, Changed>, &GlobalTransform, Entity, ), (With>, Without), >, mut transform_query: Query<( &Transform, Changed, &mut GlobalTransform, &Parent, )>, children_query: Query<(&Children, Changed), (With, With)>, ) { let origin_cell_changed = !origin_moved.is_empty(); for (children, transform, transform_changed, mut global_transform, entity) in root_query_no_grid.iter_mut() { let mut changed = transform_changed || origin_cell_changed; if transform_changed { *global_transform = GlobalTransform::from(*transform); } if let Some((children, changed_children)) = children { // If our `Children` has changed, we need to recalculate everything below us changed |= changed_children; for child in children { let _ = propagate_recursive( &global_transform, &mut transform_query, &children_query, *child, entity, changed, ); } } } for (children, cell_changed, transform_changed, global_transform, entity) in root_query_grid.iter_mut() { let mut changed = transform_changed || cell_changed || origin_cell_changed; if let Some((children, changed_children)) = children { // If our `Children` has changed, we need to recalculate everything below us changed |= changed_children; for child in children { let _ = propagate_recursive( global_transform, &mut transform_query, &children_query, *child, entity, changed, ); } } } } fn propagate_recursive( parent: &GlobalTransform, transform_query: &mut Query<( &Transform, Changed, &mut GlobalTransform, &Parent, )>, children_query: &Query<(&Children, Changed), (With, With)>, entity: Entity, expected_parent: Entity, mut changed: bool, // We use a result here to use the `?` operator. Ideally we'd use a try block instead ) -> Result<(), ()> { let global_matrix = { let (transform, transform_changed, mut global_transform, child_parent) = transform_query.get_mut(entity).map_err(drop)?; // Note that for parallelising, this check cannot occur here, since there is an `&mut GlobalTransform` (in global_transform) assert_eq!( child_parent.get(), expected_parent, "Malformed hierarchy. This probably means that your hierarchy has been improperly maintained, or contains a cycle" ); changed |= transform_changed; if changed { *global_transform = parent.mul_transform(*transform); } *global_transform }; let (children, changed_children) = children_query.get(entity).map_err(drop)?; // If our `Children` has changed, we need to recalculate everything below us changed |= changed_children; for child in children { let _ = propagate_recursive( &global_matrix, transform_query, children_query, *child, entity, changed, ); } Ok(()) }