mirror of
https://github.com/eliasstepanik/big_space_with_trim.git
synced 2026-01-11 09:38:28 +00:00
124 lines
4.4 KiB
Rust
124 lines
4.4 KiB
Rust
//! `big_space` isn't only useful for objects that are large, it's useful any time you want to work
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//! with big *differences* in scale. You might normally think of human scale and solar system scale
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//! being mixed in games that use double precision (f64) worlds, but you can use this floating
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//! origin plugin to work on almost any set of scales.
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//!
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//! In this example, we will be spawning spheres the size of protons, across the width of the
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//! milky way galaxy.
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use bevy::prelude::*;
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use bevy_math::DVec3;
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use big_space::prelude::*;
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const UNIVERSE_DIA: f64 = 8.8e26; // Diameter of the observable universe
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const PROTON_DIA: f32 = 1.68e-15; // Diameter of a proton
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins,
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BigSpacePlugin::<i128>::default(),
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FloatingOriginDebugPlugin::<i128>::default(), // Draws cell AABBs and grids
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big_space::camera::CameraControllerPlugin::<i128>::default(), // Compatible controller
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))
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.add_systems(Startup, setup_scene)
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.add_systems(Update, (bounce_atoms, toggle_cam_pos))
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.insert_resource(ClearColor(Color::BLACK))
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.run();
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}
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#[derive(Component)]
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struct Proton;
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fn setup_scene(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Because we are working on such small scales, we need to make the grid very small. This
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// ensures that the maximum floating point error is also very small, because no entities can
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// ever get farther than `SMALL_SCALE * 500` units from the origin.
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let small_grid = Grid::<i128>::new(PROTON_DIA * 5_000.0, 0.0);
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commands.spawn_big_space(small_grid, |root_grid| {
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root_grid.spawn_spatial(DirectionalLight::default());
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// A proton at the origin
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root_grid.spawn_spatial((
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Proton,
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Mesh3d(meshes.add(Sphere::default())),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_scale(Vec3::splat(PROTON_DIA)),
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));
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// Compute the grid cell for the far away objects
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let (grid_cell, cell_offset) = root_grid
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.grid()
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.translation_to_grid(DVec3::X * UNIVERSE_DIA);
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// A proton at the other side of the milky way
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root_grid.spawn_spatial((
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Proton,
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Mesh3d(meshes.add(Sphere::default())),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_translation(cell_offset).with_scale(Vec3::splat(PROTON_DIA)),
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grid_cell,
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));
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root_grid.spawn_spatial((
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Camera3d::default(),
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Projection::Perspective(PerspectiveProjection {
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near: PROTON_DIA * 0.01, // Without this, the atom would be clipped
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..Default::default()
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}),
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Transform::from_xyz(0.0, 0.0, PROTON_DIA * 2.0),
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grid_cell,
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FloatingOrigin,
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big_space::camera::CameraController::default(),
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));
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// A space ship
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root_grid.spawn_spatial((
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SceneRoot(asset_server.load("models/low_poly_spaceship/scene.gltf#Scene0")),
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Transform::from_xyz(0.0, 0.0, 2.5)
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.with_rotation(Quat::from_rotation_y(std::f32::consts::PI)),
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grid_cell,
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));
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});
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commands.spawn(Text::new(format!(
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"Press `T` to teleport between the origin and ship {UNIVERSE_DIA}m away."
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)));
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}
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fn bounce_atoms(mut atoms: Query<&mut Transform, With<Proton>>, time: Res<Time>) {
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for mut atom in atoms.iter_mut() {
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atom.translation.y = time.elapsed_secs().sin() * PROTON_DIA;
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}
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}
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fn toggle_cam_pos(
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mut cam: Query<&mut GridCell<i128>, With<Camera>>,
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mut toggle: Local<bool>,
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grid: Query<&Grid<i128>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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protons: Query<&GlobalTransform, With<Proton>>,
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) {
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if !keyboard.just_pressed(KeyCode::KeyT) {
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return;
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}
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*cam.single_mut() = if *toggle {
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grid.single().translation_to_grid(DVec3::X * UNIVERSE_DIA).0
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} else {
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GridCell::ZERO
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};
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*toggle = !*toggle;
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// To prove there is no funny business going on, let's print out the `GlobalTransform` of each
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// of the protons, to show that they truly are as far apart as we say they are.
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info!("Width of observable universe: {UNIVERSE_DIA}");
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for proton in &protons {
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info!("Proton x coord: {}", proton.translation().x);
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}
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}
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