big_space_with_trim/examples/small_scale.rs
2024-12-23 22:56:03 -08:00

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