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# Objective - Working branch to target all fixes for bevy 0.16 Co-authored-by: Zachary Harrold <zac@harrold.com.au>
95 lines
4.0 KiB
Rust
95 lines
4.0 KiB
Rust
//! This example demonstrates error accumulating from parent to children in nested grids.
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use bevy::{color::palettes, math::DVec3, prelude::*};
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use big_space::prelude::*;
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.build().disable::<TransformPlugin>(),
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BigSpacePlugin::default(),
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CameraControllerPlugin::default(),
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FloatingOriginDebugPlugin::default(),
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))
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.add_systems(Startup, setup_scene)
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.run();
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}
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// The nearby object is NEARBY meters away from us. The distance object is DISTANT meters away from
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// us, and has a child that is DISTANT meters toward us (relative its parent) minus NEARBY meters.
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//
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// The result is two spheres that should perfectly overlap, even though one of those spheres is a
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// child of an object more than one quadrillion meters away. This example intentionally results in a
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// small amount of error, to demonstrate the scales and precision available even between different
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// grids.
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//
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// Note that as you increase the distance further, there are still no rendering errors, and the
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// green sphere does not vanish, however, as you move farther away, you will see that the green
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// sphere will pop into neighboring cells due to rounding error.
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const DISTANT: DVec3 = DVec3::new(1e17, 1e17, 1e17);
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const SPHERE_RADIUS: f32 = 1.0;
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const NEARBY: Vec3 = Vec3::new(SPHERE_RADIUS * 20.0, SPHERE_RADIUS * 20.0, 0.0);
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fn setup_scene(
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mut commands: Commands,
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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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let mesh_handle = meshes.add(Sphere::new(SPHERE_RADIUS).mesh());
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commands.spawn_big_space(Grid::new(SPHERE_RADIUS * 100.0, 0.0), |root_grid| {
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root_grid.spawn_spatial((
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Mesh3d(mesh_handle.clone()),
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MeshMaterial3d(materials.add(Color::from(palettes::css::BLUE))),
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Transform::from_translation(NEARBY),
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));
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let parent = root_grid.grid().translation_to_grid(DISTANT);
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root_grid.with_grid(Grid::new(SPHERE_RADIUS * 100.0, 0.0), |parent_grid| {
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// This function introduces a small amount of error, because it can only work up
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// to double precision floats. (f64).
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let child = parent_grid
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.grid()
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.translation_to_grid(-DISTANT + NEARBY.as_dvec3());
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parent_grid.insert((
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Mesh3d(mesh_handle.clone()),
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MeshMaterial3d(materials.add(Color::from(palettes::css::RED))),
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Transform::from_translation(parent.1),
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));
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parent_grid.insert(parent.0);
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// A green sphere that is a child of the sphere very far from the origin. This
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// child is very far from its parent, and should be located exactly at the
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// NEARBY position (if there was no floating point error). The distance from the
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// green sphere to the blue sphere is the error caused by float imprecision.
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// Note that the sphere does not have any rendering artifacts, its position just
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// has a fixed error.
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parent_grid.spawn((
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Mesh3d(mesh_handle),
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MeshMaterial3d(materials.add(Color::from(palettes::css::GREEN))),
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Transform::from_translation(child.1),
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child.0,
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));
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});
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root_grid.spawn_spatial((
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DirectionalLight::default(),
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Transform::from_xyz(4.0, -10.0, -4.0),
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));
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root_grid.spawn_spatial((
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Camera3d::default(),
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Transform::from_translation(NEARBY + Vec3::new(0.0, 0.0, SPHERE_RADIUS * 10.0))
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.looking_at(NEARBY, Vec3::Y),
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Projection::Perspective(PerspectiveProjection {
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near: (SPHERE_RADIUS * 0.1).min(0.1),
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..default()
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}),
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FloatingOrigin,
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CameraController::default() // Built-in camera controller
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.with_speed_bounds([10e-18, 10e35])
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.with_smoothness(0.9, 0.8)
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.with_speed(1.0),
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));
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});
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}
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