178 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::{shape::UVSphere, *};
use big_space::{FloatingOrigin, FloatingOriginSettings, GridCell};
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 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: i128 = 20_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<Input<KeyCode>>,
settings: Res<big_space::FloatingOriginSettings>,
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.grid_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.grid_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: {}\nCubes 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()
});
}
/// 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>>,
settings: Res<FloatingOriginSettings>,
) {
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()
});
let d = DISTANCE / settings.grid_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(UVSphere::default().into()),
material: materials.add(Color::RED.into()),
transform: Transform::from_scale(Vec3::splat(10000.0)),
..default()
},
distant_grid_cell,
FloatingOrigin,
));
// parent cube
commands
.spawn((
PbrBundle {
mesh: cube_handle.clone(),
material: cube_material_handle.clone(),
..default()
},
distant_grid_cell,
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((
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,
));
}