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//! This example demonstrates what floating point error in rendering looks like. You can press
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//! space bar to smoothly switch between enabling and disabling the floating origin.
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//!
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//! Instead of disabling the plugin outright, this example simply moves the floating origin
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//! independently of the camera, which is equivalent to what would happen when moving far from the
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//! origin when not using this plugin.
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use bevy::prelude::*;
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use big_space::prelude::*;
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.build().disable::<TransformPlugin>(),
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BigSpaceDefaultPlugins,
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))
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.add_systems(Startup, (setup_scene, setup_ui))
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.add_systems(Update, (rotator_system, toggle_plugin))
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.run();
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}
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/// You can put things really, really far away from the origin. The distance we use here is actually
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/// quite small, because we want the mesh to still be visible when the floating origin is far from
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/// the camera. If you go much further than this, the mesh will simply disappear in a *POOF* of
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/// floating point error when we disable this plugin.
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///
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/// This plugin can function much further from the origin without any issues. Try setting this to:
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/// `10_000_000_000_000_000` with the default i64 feature, or
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/// `10_000_000_000_000_000_000_000_000_000_000_000_000` with the i128 feature.
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const DISTANCE: GridPrecision = 2_000_000;
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/// Move the floating origin back to the "true" origin when the user presses the spacebar to emulate
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/// disabling the plugin. Normally you would make your active camera the floating origin to avoid
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/// this issue.
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fn toggle_plugin(
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input: Res<ButtonInput<KeyCode>>,
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grids: Grids,
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mut text: Query<&mut Text>,
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mut disabled: Local<bool>,
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mut floating_origin: Query<(Entity, &mut CellCoord), With<FloatingOrigin>>,
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) -> Result {
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if input.just_pressed(KeyCode::Space) {
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*disabled = !*disabled;
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}
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let this_grid = grids
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.parent_grid(floating_origin.single().unwrap().0)
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.unwrap();
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let mut origin_cell = floating_origin.single_mut()?.1;
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let index_max = DISTANCE / this_grid.cell_edge_length() as GridPrecision;
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let increment = index_max / 100;
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let msg = if *disabled {
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if origin_cell.x > 0 {
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origin_cell.x = 0.max(origin_cell.x - increment);
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origin_cell.y = 0.max(origin_cell.y - increment);
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origin_cell.z = 0.max(origin_cell.z - increment);
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"Disabling..."
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} else {
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"Floating Origin Disabled"
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}
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} else if origin_cell.x < index_max {
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origin_cell.x = index_max.min(origin_cell.x.saturating_add(increment));
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origin_cell.y = index_max.min(origin_cell.y.saturating_add(increment));
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origin_cell.z = index_max.min(origin_cell.z.saturating_add(increment));
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"Enabling..."
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} else {
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"Floating Origin Enabled"
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};
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let dist =
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index_max.saturating_sub(origin_cell.x) * this_grid.cell_edge_length() as GridPrecision;
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let thousands = |num: GridPrecision| {
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num.to_string()
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.as_bytes()
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.rchunks(3)
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.rev()
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.map(core::str::from_utf8)
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.collect::<Result<Vec<&str>, _>>()
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.unwrap()
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.join(",") // separator
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};
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text.single_mut()?.0 = format!(
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"Press Spacebar to toggle: {msg}\nCamera distance to floating origin: {}\nMesh distance from origin: {}",
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thousands(dist),
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thousands(DISTANCE)
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);
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Ok(())
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}
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#[derive(Component)]
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struct Rotator;
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotator>>) {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_secs());
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}
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}
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fn setup_ui(mut commands: Commands) {
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commands.spawn((
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Text::default(),
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TextFont {
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font_size: 30.0,
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..default()
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},
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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}
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn_big_space_default(|root| {
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let d = DISTANCE / root.grid().cell_edge_length() as GridPrecision;
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let distant_grid_cell = CellCoord::new(d, d, d);
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// Normally, we would put the floating origin on the camera. However in this example, we
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// want to show what happens as the camera is far from the origin, to emulate what
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// happens when this plugin isn't used.
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root.spawn_spatial((distant_grid_cell, FloatingOrigin));
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root.spawn_spatial((
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SceneRoot(asset_server.load("models/low_poly_spaceship/scene.gltf#Scene0")),
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Transform::from_scale(Vec3::splat(0.2)),
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distant_grid_cell,
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Rotator,
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))
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.with_child((
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SceneRoot(asset_server.load("models/low_poly_spaceship/scene.gltf#Scene0")),
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Transform::from_xyz(0.0, 0.0, 20.0),
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));
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// light
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root.spawn_spatial((
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DirectionalLight::default(),
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Transform::from_xyz(4.0, -10.0, -4.0),
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distant_grid_cell,
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));
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// camera
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root.spawn_spatial((
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Camera3d::default(),
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Transform::from_xyz(8.0, 8.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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distant_grid_cell,
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));
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});
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}
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