mirror of
https://github.com/eliasstepanik/big_space_with_trim.git
synced 2026-01-14 12:28:31 +00:00
557 lines
20 KiB
Rust
557 lines
20 KiB
Rust
//! This [`bevy`] plugin makes it easy to build high-precision worlds that exceed the size of the
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//! observable universe, with no added dependencies, while remaining largely compatible with the
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//! rest of the Bevy ecosystem.
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//!
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//! ### Problem
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//!
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//! Objects far from the origin suffer from reduced precision, causing rendered meshes to jitter and
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//! jiggle, and transformation calculations to encounter catastrophic cancellation.
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//!
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//! As the camera moves farther from the origin, the scale of floats needed to describe the position
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//! of meshes and the camera get larger, which in turn means there is less precision available.
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//! Consequently, when the matrix math is done to compute the position of objects in view space,
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//! mesh vertices will be displaced due to this lost precision.
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//!
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//! ### Solution
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//!
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//! While using the [`FloatingOriginPlugin`], entities are placed into a [`GridCell`] in a large
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//! fixed precision grid. Inside a `GridCell`, an entity's `Transform` is relative to the center of
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//! that grid cell. If an entity moves into a neighboring cell, its transform will be recomputed
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//! relative to the center of that new cell. This prevents `Transforms` from ever becoming larger
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//! than a single grid cell, and thus prevents floating point precision artifacts.
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//!
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//! The same thing happens to the entity marked with the [`FloatingOrigin`] component. The only
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//! difference is that the `GridCell` of the floating origin is used when computing the
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//! `GlobalTransform` of all other entities. To an outside observer, as the floating origin camera
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//! moves through space and reaches the limits of its `GridCell`, it would appear to teleport to the
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//! opposite side of the cell, similar to the spaceship in the game *Asteroids*.
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//!
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//! The `GlobalTransform` of all entities is computed relative to the floating origin's grid cell.
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//! Because of this, entities very far from the origin will have very large, imprecise positions.
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//! However, this is always relative to the camera (floating origin), so these artifacts will always
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//! be too far away to be seen, no matter where the camera moves. Because this only affects the
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//! `GlobalTransform` and not the `Transform`, this also means that entities will never permanently
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//! lose precision just because they were far from the origin at some point.
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//!
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//! # Getting Started
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//!
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//! All that's needed to start using this plugin:
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//! 1. Disable Bevy's transform plugin: `DefaultPlugins.build().disable::<TransformPlugin>()`
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//! 2. Add the [`FloatingOriginPlugin`] to your `App`
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//! 3. Add the [`GridCell`] component to all spatial entities
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//! 4. Add the [`FloatingOrigin`] component to the active camera
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//!
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//! Take a look at [`FloatingOriginSettings`] resource for configuration options, as well as some
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//! useful helper methods.
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//!
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//! # Moving Entities
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//!
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//! For the most part, you can update the position of entities normally while using this plugin, and
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//! it will automatically handle the tricky bits. However, there is one big caveat:
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//!
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//! **Avoid setting position absolutely, instead prefer applying a relative delta**
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//!
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//! Instead of:
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//!
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//! ```no_run
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//! transform.translation = a_huge_imprecise_position;
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//! ```
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//!
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//! do:
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//!
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//! ```no_run
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//! let delta = new_pos - old_pos;
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//! transform.translation += delta;
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//! ```
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//!
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//! ## Absolute Position
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//!
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//! If you are updating the position of an entity with absolute positions, and the position exceeds
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//! the bounds of the entity's grid cell, the floating origin plugin will recenter that entity into
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//! its new cell. Every time you update that entity, you will be fighting with the plugin as it
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//! constantly recenters your entity. This can especially cause problems with camera controllers
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//! which may not expect the large discontinuity in position as an entity moves between cells.
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//!
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//! The other reason to avoid this is you will likely run into precision issues! This plugin exists
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//! because single precision is limited, and the larger the position coordinates get, the less
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//! precision you have.
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//!
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//! However, if you have something that must not accumulate error, like the orbit of a planet, you
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//! can instead do the orbital calculation (position as a function of time) to compute the absolute
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//! position of the planet with high precision, then directly compute the [`GridCell`] and
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//! [`Transform`] of that entity using [`FloatingOriginSettings::translation_to_grid`]. If the star
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//! this planet is orbiting around is also moving through space, note that you can add/subtract grid
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//! cells. This means you can do each calculation in the reference frame of the moving body, and sum
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//! up the computed translations and grid cell offsets to get a more precise result.
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#![allow(clippy::type_complexity)]
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#![deny(missing_docs)]
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use bevy::{math::DVec3, prelude::*, transform::TransformSystem};
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use std::marker::PhantomData;
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pub mod camera;
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pub mod precision;
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#[cfg(feature = "debug")]
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pub mod debug;
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use precision::*;
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/// Add this plugin to your [`App`] to for floating origin functionality.
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#[derive(Default)]
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pub struct FloatingOriginPlugin<P: GridPrecision> {
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/// Initial floating origin settings.
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pub settings: FloatingOriginSettings,
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phantom: PhantomData<P>,
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}
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impl<P: GridPrecision> FloatingOriginPlugin<P> {
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/// # `switching_threshold`:
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///
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/// How far past the extents of a cell an entity must travel before a grid recentering occurs.
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/// This prevents entities from rapidly switching between cells when moving along a boundary.
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pub fn new(grid_edge_length: f32, switching_threshold: f32) -> Self {
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FloatingOriginPlugin {
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settings: FloatingOriginSettings::new(grid_edge_length, switching_threshold),
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..Default::default()
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}
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}
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}
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impl<P: GridPrecision> Plugin for FloatingOriginPlugin<P> {
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fn build(&self, app: &mut App) {
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app.insert_resource(self.settings.clone())
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.register_type::<Transform>()
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.register_type::<GlobalTransform>()
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.register_type::<GridCell<P>>()
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.add_plugin(ValidParentCheckPlugin::<GlobalTransform>::default())
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.configure_set(TransformSystem::TransformPropagate.in_base_set(CoreSet::PostUpdate))
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.edit_schedule(CoreSchedule::Startup, |schedule| {
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schedule.configure_set(
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TransformSystem::TransformPropagate.in_base_set(StartupSet::PostStartup),
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);
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})
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// add transform systems to startup so the first update is "correct"
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.add_startup_systems(
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(
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recenter_transform_on_grid::<P>.before(update_global_from_grid::<P>),
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update_global_from_grid::<P>.before(transform_propagate_system::<P>),
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transform_propagate_system::<P>,
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)
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.in_set(TransformSystem::TransformPropagate),
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)
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//
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.add_systems(
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(
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recenter_transform_on_grid::<P>.before(update_global_from_grid::<P>),
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update_global_from_grid::<P>.before(transform_propagate_system::<P>),
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transform_propagate_system::<P>,
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)
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.in_set(TransformSystem::TransformPropagate),
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);
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}
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}
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/// Configuration settings for the floating origin plugin.
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#[derive(Reflect, Clone, Resource)]
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pub struct FloatingOriginSettings {
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grid_edge_length: f32,
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maximum_distance_from_origin: f32,
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}
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impl FloatingOriginSettings {
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fn new(grid_edge_length: f32, switching_threshold: f32) -> Self {
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Self {
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grid_edge_length,
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maximum_distance_from_origin: grid_edge_length / 2.0 + switching_threshold,
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}
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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`].
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pub fn grid_position_double<P: GridPrecision>(
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&self,
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pos: &GridCell<P>,
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transform: &Transform,
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) -> DVec3 {
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DVec3 {
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x: pos.x.as_f64() * self.grid_edge_length as f64 + transform.translation.x as f64,
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y: pos.y.as_f64() * self.grid_edge_length as f64 + transform.translation.y as f64,
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z: pos.z.as_f64() * self.grid_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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pub fn grid_position<P: GridPrecision>(
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&self,
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pos: &GridCell<P>,
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transform: &Transform,
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) -> Vec3 {
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Vec3 {
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x: pos.x.as_f64() as f32 * self.grid_edge_length + transform.translation.x,
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y: pos.y.as_f64() as f32 * self.grid_edge_length + transform.translation.y,
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z: pos.z.as_f64() as f32 * self.grid_edge_length + transform.translation.z,
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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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pub fn translation_to_grid<P: GridPrecision>(
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&self,
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input: impl Into<DVec3>,
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) -> (GridCell<P>, Vec3) {
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let l = self.grid_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 = (x / l).round();
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let y_r = (y / l).round();
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let z_r = (z / l).round();
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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: P::from_f32(x_r as f32),
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y: P::from_f32(y_r as f32),
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z: P::from_f32(z_r as f32),
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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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pub fn imprecise_translation_to_grid<P: GridPrecision>(
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&self,
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input: Vec3,
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) -> (GridCell<P>, Vec3) {
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self.translation_to_grid(input.as_dvec3())
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}
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}
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impl Default for FloatingOriginSettings {
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fn default() -> Self {
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Self::new(10_000f32, 100f32)
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}
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}
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/// Minimal bundle needed to position an entity in floating origin space.
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///
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/// This is the floating origin equivalent of the [`SpatialBundle`].
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#[derive(Bundle, Default)]
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pub struct FloatingSpatialBundle<P: GridPrecision> {
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/// The visibility of the entity.
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pub visibility: Visibility,
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/// The computed visibility of the entity.
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pub computed: ComputedVisibility,
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/// The transform of the entity.
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pub transform: Transform,
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/// The global transform of the entity.
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pub global_transform: GlobalTransform,
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/// The grid position of the entity
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pub grid_position: GridCell<P>,
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}
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/// Defines the grid cell this entity's `Transform` is relative to.
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///
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/// This component is generic over a few integer types to allow you to select the grid size you
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/// need. These correspond to a total usable volume of a cube with the following edge lengths:
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///
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/// **Assuming you are using a grid cell edge length of 10,000 meters, and `1.0` == 1 meter**
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///
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/// - i8: 2,560 km = 74% of the diameter of the Moon
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/// - i16: 655,350 km = 85% of the diameter of the Moon's orbit around Earth
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/// - i32: 0.0045 light years = ~4 times the width of the solar system
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/// - i64: 19.5 million light years = ~100 times the width of the milky way galaxy
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/// - i128: 3.6e+26 light years = ~3.9e+15 times the width of the observable universe
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///
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/// where
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///
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/// `usable_edge_length = 2^(integer_bits) * grid_cell_edge_length`
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///
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/// # Note
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///
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/// Be sure you are using the same grid index precision everywhere. It might be a good idea to
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/// define a type alias!
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///
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/// ```
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/// # use crate::GridCell;
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/// type GalacticGrid = GridCell<i64>;
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/// ```
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///
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#[derive(Component, Default, Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy, Hash, Reflect)]
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#[reflect(Component, Default, PartialEq)]
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pub struct GridCell<P: GridPrecision> {
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/// The x-index of the cell.
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pub x: P,
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/// The y-index of the cell.
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pub y: P,
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/// The z-index of the cell.
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pub z: P,
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}
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impl<P: GridPrecision> GridCell<P> {
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/// Construct a new [`GridCell`].
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pub fn new(x: P, y: P, z: P) -> Self {
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Self { x, y, z }
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}
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/// The origin [`GridCell`].
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pub const ZERO: Self = GridCell {
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x: P::ZERO,
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y: P::ZERO,
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z: P::ZERO,
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};
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/// A unit value [`GridCell`]. Useful for offsets.
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pub const ONE: Self = GridCell {
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x: P::ONE,
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y: P::ONE,
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z: P::ONE,
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};
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}
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impl<P: GridPrecision> std::ops::Add for GridCell<P> {
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type Output = GridCell<P>;
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fn add(self, rhs: Self) -> Self::Output {
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GridCell {
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x: self.x.wrapping_add(rhs.x),
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y: self.y.wrapping_add(rhs.y),
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z: self.z.wrapping_add(rhs.z),
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}
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}
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}
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impl<P: GridPrecision> std::ops::Sub for GridCell<P> {
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type Output = GridCell<P>;
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fn sub(self, rhs: Self) -> Self::Output {
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GridCell {
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x: self.x.wrapping_sub(rhs.x),
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y: self.y.wrapping_sub(rhs.y),
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z: self.z.wrapping_sub(rhs.z),
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}
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}
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}
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impl<P: GridPrecision> std::ops::Add for &GridCell<P> {
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type Output = GridCell<P>;
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fn add(self, rhs: Self) -> Self::Output {
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(*self).add(*rhs)
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}
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}
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impl<P: GridPrecision> std::ops::Sub for &GridCell<P> {
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type Output = GridCell<P>;
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fn sub(self, rhs: Self) -> Self::Output {
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(*self).sub(*rhs)
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}
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}
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impl<P: GridPrecision> std::ops::AddAssign for GridCell<P> {
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fn add_assign(&mut self, rhs: Self) {
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use std::ops::Add;
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*self = self.add(rhs);
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}
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}
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/// Marks the entity to use as the floating origin. All other entities will be positioned relative
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/// to this entity's [`GridCell`].
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#[derive(Component, Reflect)]
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pub struct FloatingOrigin;
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/// If an entity's transform becomes larger than the specified limit, it is relocated to the nearest
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/// grid cell to reduce the size of the transform.
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pub fn recenter_transform_on_grid<P: GridPrecision>(
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settings: Res<FloatingOriginSettings>,
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mut query: Query<(&mut GridCell<P>, &mut Transform), (Changed<Transform>, Without<Parent>)>,
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) {
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query
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.par_iter_mut()
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.for_each_mut(|(mut grid_pos, mut transform)| {
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if transform.as_ref().translation.abs().max_element()
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> settings.maximum_distance_from_origin
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{
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let (grid_cell_delta, translation) =
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settings.imprecise_translation_to_grid(transform.as_ref().translation);
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*grid_pos = *grid_pos + grid_cell_delta;
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transform.translation = translation;
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}
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});
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}
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/// Compute the `GlobalTransform` relative to the floating origin.
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pub fn update_global_from_grid<P: GridPrecision>(
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settings: Res<FloatingOriginSettings>,
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origin: Query<(&GridCell<P>, Changed<GridCell<P>>), With<FloatingOrigin>>,
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mut entities: ParamSet<(
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Query<
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(&Transform, &mut GlobalTransform, &GridCell<P>),
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Or<(Changed<GridCell<P>>, Changed<Transform>)>,
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>,
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Query<(&Transform, &mut GlobalTransform, &GridCell<P>)>,
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)>,
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) {
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let (origin_cell, origin_grid_pos_changed) = origin.single();
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if origin_grid_pos_changed {
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let mut all_entities = entities.p1();
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all_entities
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.par_iter_mut()
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.for_each_mut(|(local, global, entity_cell)| {
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update_global_from_cell_local(&settings, entity_cell, origin_cell, local, global);
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});
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} else {
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let mut moved_cell_entities = entities.p0();
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moved_cell_entities
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.par_iter_mut()
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.for_each_mut(|(local, global, entity_cell)| {
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update_global_from_cell_local(&settings, entity_cell, origin_cell, local, global);
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});
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}
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}
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fn update_global_from_cell_local<P: GridPrecision>(
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settings: &FloatingOriginSettings,
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entity_cell: &GridCell<P>,
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origin_cell: &GridCell<P>,
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local: &Transform,
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mut global: Mut<GlobalTransform>,
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) {
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let grid_cell_delta = entity_cell - origin_cell;
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*global = local
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.with_translation(settings.grid_position(&grid_cell_delta, local))
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.into();
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}
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/// Update [`GlobalTransform`] component of entities based on entity hierarchy and
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/// [`Transform`] component.
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pub fn transform_propagate_system<P: GridPrecision>(
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origin_moved: Query<(), (Changed<GridCell<P>>, With<FloatingOrigin>)>,
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mut root_query_no_grid: Query<
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(
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Option<(&Children, Changed<Children>)>,
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&Transform,
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Changed<Transform>,
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&mut GlobalTransform,
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Entity,
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),
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(Without<GridCell<P>>, Without<Parent>),
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>,
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mut root_query_grid: Query<
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(
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Option<(&Children, Changed<Children>)>,
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Changed<Transform>,
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Changed<GridCell<P>>,
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&GlobalTransform,
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Entity,
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),
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(With<GridCell<P>>, Without<Parent>),
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>,
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mut transform_query: Query<(
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&Transform,
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Changed<Transform>,
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&mut GlobalTransform,
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&Parent,
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)>,
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children_query: Query<(&Children, Changed<Children>), (With<Parent>, With<GlobalTransform>)>,
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) {
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let origin_cell_changed = !origin_moved.is_empty();
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for (children, transform, transform_changed, mut global_transform, entity) in
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root_query_no_grid.iter_mut()
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{
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let mut changed = transform_changed || origin_cell_changed;
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if transform_changed {
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*global_transform = GlobalTransform::from(*transform);
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}
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if let Some((children, changed_children)) = children {
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// If our `Children` has changed, we need to recalculate everything below us
|
|
changed |= changed_children;
|
|
for child in children {
|
|
let _ = propagate_recursive(
|
|
&global_transform,
|
|
&mut transform_query,
|
|
&children_query,
|
|
*child,
|
|
entity,
|
|
changed,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (children, cell_changed, transform_changed, global_transform, entity) in
|
|
root_query_grid.iter_mut()
|
|
{
|
|
let mut changed = transform_changed || cell_changed || origin_cell_changed;
|
|
|
|
if let Some((children, changed_children)) = children {
|
|
// If our `Children` has changed, we need to recalculate everything below us
|
|
changed |= changed_children;
|
|
for child in children {
|
|
let _ = propagate_recursive(
|
|
global_transform,
|
|
&mut transform_query,
|
|
&children_query,
|
|
*child,
|
|
entity,
|
|
changed,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn propagate_recursive(
|
|
parent: &GlobalTransform,
|
|
transform_query: &mut Query<(
|
|
&Transform,
|
|
Changed<Transform>,
|
|
&mut GlobalTransform,
|
|
&Parent,
|
|
)>,
|
|
children_query: &Query<(&Children, Changed<Children>), (With<Parent>, With<GlobalTransform>)>,
|
|
entity: Entity,
|
|
expected_parent: Entity,
|
|
mut changed: bool,
|
|
// We use a result here to use the `?` operator. Ideally we'd use a try block instead
|
|
) -> Result<(), ()> {
|
|
let global_matrix = {
|
|
let (transform, transform_changed, mut global_transform, child_parent) =
|
|
transform_query.get_mut(entity).map_err(drop)?;
|
|
// Note that for parallelising, this check cannot occur here, since there is an `&mut GlobalTransform` (in global_transform)
|
|
assert_eq!(
|
|
child_parent.get(), expected_parent,
|
|
"Malformed hierarchy. This probably means that your hierarchy has been improperly maintained, or contains a cycle"
|
|
);
|
|
changed |= transform_changed;
|
|
if changed {
|
|
*global_transform = parent.mul_transform(*transform);
|
|
}
|
|
*global_transform
|
|
};
|
|
|
|
let (children, changed_children) = children_query.get(entity).map_err(drop)?;
|
|
// If our `Children` has changed, we need to recalculate everything below us
|
|
changed |= changed_children;
|
|
for child in children {
|
|
let _ = propagate_recursive(
|
|
&global_matrix,
|
|
transform_query,
|
|
children_query,
|
|
*child,
|
|
entity,
|
|
changed,
|
|
);
|
|
}
|
|
Ok(())
|
|
}
|