mirror of
https://github.com/eliasstepanik/big_space_with_trim.git
synced 2026-01-11 22:18:28 +00:00
Adds the concept of reference frames, allowing hierarchies of high precision objects, e.g. objects in the reference frame of a planet, which is itself rotating, and orbiting about a star. --------- Co-authored-by: Oliver Scherer <github@oli-obk.de>
180 lines
5.9 KiB
Rust
180 lines
5.9 KiB
Rust
//! This example demonstrates what floating point error in rendering looks like. You can press
|
|
//! spacebar to smoothly switch between enabling and disabling the floating origin.
|
|
//!
|
|
//! Instead of disabling the plugin outright, this example simply moves the floating origin
|
|
//! independently from the camera, which is equivalent to what would happen when moving far from the
|
|
//! origin when not using this plugin.
|
|
|
|
use bevy::prelude::*;
|
|
use big_space::{
|
|
reference_frame::RootReferenceFrame, FloatingOrigin, GridCell, IgnoreFloatingOrigin,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins.build().disable::<TransformPlugin>(),
|
|
big_space::FloatingOriginPlugin::<i128>::new(10.0, 1.0),
|
|
))
|
|
.add_systems(Startup, (setup_scene, setup_ui))
|
|
.add_systems(Update, (rotator_system, toggle_plugin))
|
|
.run()
|
|
}
|
|
|
|
/// You can put things really, really far away from the origin. The distance we use here is actually
|
|
/// quite small, because we want the mesh to still be visible when the floating origin is far from
|
|
/// the camera. If you go much further than this, the mesh will simply disappear in a *POOF* of
|
|
/// floating point error.
|
|
///
|
|
/// This plugin can function much further from the origin without any issues. Try setting this to:
|
|
/// 10_000_000_000_000_000_000_000_000_000_000_000_000
|
|
const DISTANCE: i128 = 21_000_000;
|
|
|
|
/// Move the floating origin back to the "true" origin when the user presses the spacebar to emulate
|
|
/// disabling the plugin. Normally you would make your active camera the floating origin to avoid
|
|
/// this issue.
|
|
fn toggle_plugin(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
settings: Res<RootReferenceFrame<i128>>,
|
|
mut text: Query<&mut Text>,
|
|
mut disabled: Local<bool>,
|
|
mut floating_origin: Query<&mut GridCell<i128>, With<FloatingOrigin>>,
|
|
) {
|
|
if input.just_pressed(KeyCode::Space) {
|
|
*disabled = !*disabled;
|
|
}
|
|
|
|
let mut origin_cell = floating_origin.single_mut();
|
|
let index_max = DISTANCE / settings.cell_edge_length() as i128;
|
|
let increment = index_max / 100;
|
|
|
|
let msg = if *disabled {
|
|
if origin_cell.x > 0 {
|
|
origin_cell.x = 0.max(origin_cell.x - increment);
|
|
"Disabling..."
|
|
} else {
|
|
"Floating Origin Disabled"
|
|
}
|
|
} else if origin_cell.x < index_max {
|
|
origin_cell.x = index_max.min(origin_cell.x.saturating_add(increment));
|
|
"Enabling..."
|
|
} else {
|
|
"Floating Origin Enabled"
|
|
};
|
|
|
|
let dist = index_max.saturating_sub(origin_cell.x) * settings.cell_edge_length() as i128;
|
|
|
|
let thousands = |num: i128| {
|
|
num.to_string()
|
|
.as_bytes()
|
|
.rchunks(3)
|
|
.rev()
|
|
.map(std::str::from_utf8)
|
|
.collect::<Result<Vec<&str>, _>>()
|
|
.unwrap()
|
|
.join(",") // separator
|
|
};
|
|
|
|
text.single_mut().sections[0].value =
|
|
format!("Press Spacebar to toggle: {msg}\nCamera distance to floating origin: {}\nMesh distance from origin: {}", thousands(dist), thousands(DISTANCE))
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Rotator;
|
|
|
|
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotator>>) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_x(time.delta_seconds());
|
|
}
|
|
}
|
|
|
|
fn setup_ui(mut commands: Commands) {
|
|
commands.spawn((
|
|
TextBundle {
|
|
style: Style {
|
|
align_self: AlignSelf::FlexStart,
|
|
flex_direction: FlexDirection::Column,
|
|
..Default::default()
|
|
},
|
|
text: Text {
|
|
sections: vec![TextSection {
|
|
value: "hello: ".to_string(),
|
|
style: TextStyle {
|
|
font_size: 30.0,
|
|
color: Color::WHITE,
|
|
..default()
|
|
},
|
|
}],
|
|
..Default::default()
|
|
},
|
|
..Default::default()
|
|
},
|
|
IgnoreFloatingOrigin,
|
|
));
|
|
}
|
|
|
|
fn setup_scene(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
reference_frame: Res<RootReferenceFrame<i128>>,
|
|
) {
|
|
let mesh_handle = meshes.add(Sphere::new(1.5).mesh());
|
|
let matl_handle = materials.add(StandardMaterial {
|
|
base_color: Color::rgb(0.8, 0.7, 0.6),
|
|
..default()
|
|
});
|
|
|
|
let d = DISTANCE / reference_frame.cell_edge_length() as i128;
|
|
let distant_grid_cell = GridCell::<i128>::new(d, d, d);
|
|
|
|
// Normally, we would put the floating origin on the camera. However in this example, we want to
|
|
// show what happens as the camera is far from the origin, to emulate what happens when this
|
|
// plugin isn't used.
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: meshes.add(Sphere::default().mesh()),
|
|
material: materials.add(StandardMaterial::from(Color::RED)),
|
|
transform: Transform::from_scale(Vec3::splat(10000.0)),
|
|
..default()
|
|
},
|
|
distant_grid_cell,
|
|
FloatingOrigin,
|
|
));
|
|
|
|
commands
|
|
.spawn((
|
|
PbrBundle {
|
|
mesh: mesh_handle.clone(),
|
|
material: matl_handle.clone(),
|
|
..default()
|
|
},
|
|
distant_grid_cell,
|
|
Rotator,
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn(PbrBundle {
|
|
mesh: mesh_handle,
|
|
material: matl_handle,
|
|
transform: Transform::from_xyz(0.0, 0.0, 4.0),
|
|
..default()
|
|
});
|
|
});
|
|
// light
|
|
commands.spawn((
|
|
DirectionalLightBundle {
|
|
transform: Transform::from_xyz(4.0, -10.0, -4.0),
|
|
..default()
|
|
},
|
|
distant_grid_cell,
|
|
));
|
|
// camera
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
transform: Transform::from_xyz(8.0, -8.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
},
|
|
distant_grid_cell,
|
|
));
|
|
}
|