2023-07-17 22:49:24 -07:00

162 lines
5.5 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::{FloatingOrigin, FloatingSpatialBundle, GridCell};
fn main() {
App::new()
.add_plugins((
DefaultPlugins.build().disable::<TransformPlugin>(),
big_space::FloatingOriginPlugin::<i64>::default(),
))
.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 cubes to still be visible when the floating origin is far from
/// the camera. If you go much further than this, the cubes 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: f32 = 10_000_000.0;
/// 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<Input<KeyCode>>,
mut text: Query<&mut Text>,
mut state: Local<bool>,
mut floating_origin: Query<&mut GridCell<i64>, With<FloatingOrigin>>,
) {
if input.just_pressed(KeyCode::Space) {
*state = !*state;
}
let mut cell = floating_origin.single_mut();
let cell_max = (DISTANCE / 10_000f32) as i64;
let i = cell_max / 200;
let msg = if *state {
if 0 <= cell.x - i {
cell.x = 0.max(cell.x - i);
cell.y = 0.max(cell.y - i);
cell.z = 0.max(cell.z - i);
"Disabling..."
} else {
"Floating Origin Disabled"
}
} else if cell_max >= cell.x + i {
cell.x = i64::min(cell_max, cell.x + i);
cell.y = i64::min(cell_max, cell.y + i);
cell.z = i64::min(cell_max, cell.z + i);
"Enabling..."
} else {
"Floating Origin Enabled"
};
let dist = (cell_max - cell.x) * 10_000;
text.single_mut().sections[0].value =
format!("Press Spacebar to toggle: {msg}\nCamera distance to floating origin: {dist}")
}
#[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(3.0 * time.delta_seconds());
}
}
fn setup_ui(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.load("fonts/FiraMono-Regular.ttf");
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,
font_size: 30.0,
color: Color::WHITE,
},
}],
..Default::default()
},
..Default::default()
});
}
/// set up a simple scene with a "parent" cube and a "child" cube
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 2.0 }));
let cube_material_handle = materials.add(StandardMaterial {
base_color: Color::rgb(0.8, 0.7, 0.6),
..default()
});
// 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((
FloatingSpatialBundle::<i64> {
transform: Transform::from_translation(Vec3::splat(DISTANCE)),
..default()
},
FloatingOrigin,
));
// parent cube
commands
.spawn(PbrBundle {
mesh: cube_handle.clone(),
material: cube_material_handle.clone(),
transform: Transform::from_translation(Vec3::splat(DISTANCE)),
..default()
})
.insert(GridCell::<i64>::default())
.insert(Rotator)
.with_children(|parent| {
// child cube
parent.spawn(PbrBundle {
mesh: cube_handle,
material: cube_material_handle,
transform: Transform::from_xyz(0.0, 0.0, 3.0),
..default()
});
});
// light
commands
.spawn(PointLightBundle {
transform: Transform::from_xyz(DISTANCE + 4.0, DISTANCE - 10.0, DISTANCE - 4.0),
..default()
})
.insert(GridCell::<i64>::default());
// camera
commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(DISTANCE + 8.0, DISTANCE - 8.0, DISTANCE)
.looking_at(Vec3::splat(DISTANCE), Vec3::Y),
..default()
})
.insert(GridCell::<i64>::default());
}