big_space_with_trim/examples/error_child.rs
Aevyrie 44ff1f32de
Bevy 0.16 (#46)
# Objective

- Working branch to target all fixes for bevy 0.16

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2025-04-09 23:09:19 -07:00

95 lines
4.0 KiB
Rust

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