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# Objective - Working branch to target all fixes for bevy 0.16 Co-authored-by: Zachary Harrold <zac@harrold.com.au>
186 lines
6.7 KiB
Rust
186 lines
6.7 KiB
Rust
//! Adds the concept of hierarchical, nesting [`Grid`]s, to group entities that move through space
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//! together, like entities on a planet, rotating about the planet's axis, and, orbiting a star.
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use crate::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_math::{prelude::*, Affine3A, DAffine3, DVec3};
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use bevy_reflect::prelude::*;
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use bevy_transform::prelude::*;
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use local_origin::LocalFloatingOrigin;
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pub mod cell;
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pub mod local_origin;
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pub mod propagation;
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/// A component that defines a spatial grid that child entities are located on. Child entities are
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/// located on this grid with the [`GridCell`] component.
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///
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/// All entities with a [`GridCell`] must be children of an entity with a [`Grid`].
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///
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/// Grids are hierarchical, allowing more precision for objects with similar relative velocities.
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/// All entities in the same grid will move together, like standard transform propagation, but with
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/// much more precision.
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///
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/// Entities in the same grid as the [`FloatingOrigin`] will be rendered with the most precision.
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/// Transforms are propagated starting from the floating origin, ensuring that grids in a similar
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/// point in the hierarchy have accumulated the least error. Grids are transformed relative to each
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/// other using 64 bit float transforms.
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#[derive(Debug, Clone, Reflect, Component)]
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#[reflect(Component)]
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// We do not require the Transform, GlobalTransform, or GridCell, because these are not required in
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// all cases: e.g. BigSpace should not have a Transform or GridCell.
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pub struct Grid {
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/// The high-precision position of the floating origin's current grid cell local to this grid.
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local_floating_origin: LocalFloatingOrigin,
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/// Defines the uniform scale of the grid by the length of the edge of a grid cell.
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cell_edge_length: f32,
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/// How far an entity can move from the origin before its grid cell is recomputed.
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maximum_distance_from_origin: f32,
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}
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impl Default for Grid {
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fn default() -> Self {
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Self::new(2_000f32, 100f32)
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}
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}
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impl Grid {
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/// Construct a new [`Grid`]. The properties of a grid cannot be changed after construction.
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pub fn new(cell_edge_length: f32, switching_threshold: f32) -> Self {
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Self {
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local_floating_origin: LocalFloatingOrigin::default(),
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cell_edge_length,
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maximum_distance_from_origin: cell_edge_length / 2.0 + switching_threshold,
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}
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}
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/// Get the position of the floating origin relative to the current grid.
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#[inline]
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pub fn local_floating_origin(&self) -> &LocalFloatingOrigin {
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&self.local_floating_origin
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}
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/// Get the size of each cell this grid's grid.
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#[inline]
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pub fn cell_edge_length(&self) -> f32 {
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self.cell_edge_length
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}
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/// Get the grid's [`Self::maximum_distance_from_origin`].
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#[inline]
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pub fn maximum_distance_from_origin(&self) -> f32 {
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self.maximum_distance_from_origin
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}
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/// Compute the double precision position of an entity's [`Transform`] with respect to the given
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/// [`GridCell`] within this grid.
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#[inline]
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pub fn grid_position_double(&self, pos: &GridCell, transform: &Transform) -> DVec3 {
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DVec3 {
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x: pos.x as f64 * self.cell_edge_length as f64 + transform.translation.x as f64,
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y: pos.y as f64 * self.cell_edge_length as f64 + transform.translation.y as f64,
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z: pos.z as f64 * self.cell_edge_length as f64 + transform.translation.z as f64,
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}
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}
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/// Compute the single precision position of an entity's [`Transform`] with respect to the given
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/// [`GridCell`].
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#[inline]
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pub fn grid_position(&self, pos: &GridCell, transform: &Transform) -> Vec3 {
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Vec3 {
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x: pos.x as f64 as f32 * self.cell_edge_length + transform.translation.x,
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y: pos.y as f64 as f32 * self.cell_edge_length + transform.translation.y,
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z: pos.z as f64 as f32 * self.cell_edge_length + transform.translation.z,
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}
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}
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/// Returns the floating point position of a [`GridCell`].
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pub fn cell_to_float(&self, pos: &GridCell) -> DVec3 {
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DVec3 {
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x: pos.x as f64,
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y: pos.y as f64,
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z: pos.z as f64,
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} * self.cell_edge_length as f64
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}
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/// Convert a large translation into a small translation relative to a grid cell.
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#[inline]
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pub fn translation_to_grid(&self, input: impl Into<DVec3>) -> (GridCell, Vec3) {
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let l = self.cell_edge_length as f64;
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let input = input.into();
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let DVec3 { x, y, z } = input;
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if input.abs().max_element() < self.maximum_distance_from_origin as f64 {
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return (GridCell::default(), input.as_vec3());
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}
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let x_r = round(x / l);
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let y_r = round(y / l);
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let z_r = round(z / l);
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let t_x = x - x_r * l;
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let t_y = y - y_r * l;
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let t_z = z - z_r * l;
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(
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GridCell {
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x: x_r as GridPrecision,
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y: y_r as GridPrecision,
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z: z_r as GridPrecision,
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},
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Vec3::new(t_x as f32, t_y as f32, t_z as f32),
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)
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}
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/// Convert a large translation into a small translation relative to a grid cell.
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#[inline]
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pub fn imprecise_translation_to_grid(&self, input: Vec3) -> (GridCell, Vec3) {
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self.translation_to_grid(input.as_dvec3())
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}
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/// Compute the [`GlobalTransform`] of an entity in this grid.
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#[inline]
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pub fn global_transform(
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&self,
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local_cell: &GridCell,
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local_transform: &Transform,
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) -> GlobalTransform {
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// The grid transform from the floating origin's grid, to the local grid.
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let transform_origin = self.local_floating_origin().grid_transform();
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// The grid cell offset of this entity relative to the floating origin's cell in this local
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// grid.
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let cell_origin_relative = *local_cell - self.local_floating_origin().cell();
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let grid_offset = self.cell_to_float(&cell_origin_relative);
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let local_transform = DAffine3::from_scale_rotation_translation(
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local_transform.scale.as_dvec3(),
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local_transform.rotation.as_dquat(),
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local_transform.translation.as_dvec3() + grid_offset,
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);
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let global_64 = transform_origin * local_transform;
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Affine3A {
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matrix3: global_64.matrix3.as_mat3().into(),
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translation: global_64.translation.as_vec3a(),
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}
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.into()
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}
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}
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fn round(x: f64) -> f64 {
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#[cfg(feature = "libm")]
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{
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libm::round(x)
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}
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#[cfg(all(not(feature = "libm"), feature = "std"))]
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{
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x.round()
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}
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#[cfg(all(not(feature = "libm"), not(feature = "std")))]
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{
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compile_error!("Must enable the `libm` and/or `std` feature.");
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f64::NAN
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}
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}
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