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Spatial Hashing (#31)
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Implements spatial hashing, to performantly run distance checks, find
all entities located in the same cell, or neighboring cells.
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aevyrie authored Dec 24, 2024
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41 changes: 41 additions & 0 deletions CHANGELOG.md
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# Changelog

## UNRELEASED

### New: `GridCell` Spatial Hashing

Spatial hashing makes fast spatial queries and neighbor lookups possible. This release adds the `GridHashMap`, an automatically updated map of the entities in each grid cell. This makes it possible to query things like:

- What other entities are in the same cell as this entity?
- Are these two entities in the same cell?
- What entities are in adjacent grid cells?

This introduces a new component, the `GridHash`, which is automatically kept up to date, and stores a precomputed hash. This makes the spatial hash map especially fast, because hashing is only done when an entity moves between cells, not every time a hash map lookup is needed.

The map has received a few rounds of optimization passes to make incremental updates and neighbor lookups especially fast. This map does not suffer from hash collisions.

### New: Spatial Partitioning

Built on top of the new spatial hashing feature is the `GridPartitionMap`. This map tracks groups of adjacent grid cells that have at least one entity. Each of these partitions contains many entities, and each partition is independent. That is, entities in partition A are guaranteed to be unable to collide with entities in partition B.

This lays the groundwork for adding physics integrations. Because each partition is a clump of entities independent from all other entities, it should be possible to have independent physics simulations for each partition. Not only will this allow for extreme parallelism, it becomes possible to use 32-bit physics simulations in a 160-bit big_space.

### `ReferenceFrame` Renamed `Grid`

While revisiting documentation, it became clear that the naming scheme can be confusing and inconsistent. Most notably, it wasn't immediately clear there is a relationship between `ReferenceFrame` and `GridCell`. Additionally, there were multiple places where reference frames were clarified to be fixed precision grids.

To clear this up, `ReferenceFrame` has been renamed `Grid`. The core spatial types in this library are now:

- `Grid`: Defines the size of a grid for its child cells.
- `GridCell`: Cell index of an entity within its parent's grid.
- `GridPrecision`: Integer precision of a grid.

The newly added types follow this pattern:

- `GridHash`: The spatial hash of an entity's grid cell.
- `GridHashMap`: A map for entity, grid cell, and neighbor lookups.
- `GridPartition`: Group of adjacent grid cells.
- `GridPartitionMap`: A map for finding independent partitions of entities.


It should now be more clear how all of the `Grid` types are related to each other.
56 changes: 39 additions & 17 deletions Cargo.toml
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Expand Up @@ -8,13 +8,20 @@ keywords = ["bevy", "floating-origin", "large-scale", "space"]
repository = "https://github.com/aevyrie/big_space"
documentation = "https://docs.rs/crate/big_space/latest"

[features]
default = []
debug = ["bevy_gizmos", "bevy_color"]
camera = ["bevy_render", "bevy_time", "bevy_input"]

[dependencies]
tracing = { version = "0.1", default-features = false }
tracing = "0.1" # Less deps than pulling in bevy_log
smallvec = "1.13.2" # Already used by bevy in commands
bevy_app = { version = "0.15.0", default-features = false }
bevy_ecs = { version = "0.15.0", default-features = false }
bevy_ecs = { version = "0.15.0", default-features = true }
bevy_hierarchy = { version = "0.15.0", default-features = false }
bevy_math = { version = "0.15.0", default-features = false }
bevy_reflect = { version = "0.15.0", default-features = false }
bevy_tasks = { version = "0.15.0", default-features = false }
bevy_transform = { version = "0.15.0", default-features = false, features = [
"bevy-support",
] }
Expand All @@ -26,9 +33,12 @@ bevy_render = { version = "0.15.0", default-features = false, optional = true }
bevy_input = { version = "0.15.0", default-features = false, optional = true }
bevy_time = { version = "0.15.0", default-features = false, optional = true }


[dev-dependencies]
big_space = { path = "", features = ["debug", "camera"] }
bevy = { version = "0.15.0", default-features = false, features = [
"bevy_scene",
"bevy_asset",
"bevy_gltf",
"bevy_winit",
"default_font",
Expand All @@ -41,45 +51,57 @@ bevy = { version = "0.15.0", default-features = false, features = [
"tonemapping_luts",
"multi_threaded",
] }
rand = "0.8.5"
noise = "0.9"
turborand = "0.10"
criterion = "0.5"
bytemuck = "1.20"
bevy_hanabi = "0.14"

[features]
default = ["debug", "camera", "bevy_render"]
debug = ["bevy_gizmos", "bevy_color"]
camera = ["bevy_render", "bevy_time", "bevy_input"]
[[bench]]
name = "benchmarks"
harness = false

[[example]]
name = "debug"
path = "examples/debug.rs"
doc-scrape-examples = true

[[example]]
name = "demo"
path = "examples/demo.rs"
required-features = ["default"]
doc-scrape-examples = true

[[example]]
name = "debug"
path = "examples/debug.rs"
required-features = ["default"]
name = "error_child"
path = "examples/error_child.rs"
doc-scrape-examples = true

[[example]]
name = "error"
path = "examples/error.rs"
required-features = ["default"]
doc-scrape-examples = true

[[example]]
name = "error_child"
path = "examples/error_child.rs"
required-features = ["default"]
name = "infinite"
path = "examples/infinite.rs"
doc-scrape-examples = true

[[example]]
name = "minimal"
path = "examples/minimal.rs"
doc-scrape-examples = true

[[example]]
name = "particles"
path = "examples/particles.rs"
doc-scrape-examples = true

[[example]]
name = "planets"
path = "examples/planets.rs"
required-features = ["default"]
doc-scrape-examples = true

[[example]]
name = "split_screen"
path = "examples/split_screen.rs"
required-features = ["default"]
doc-scrape-examples = true
43 changes: 17 additions & 26 deletions README.md
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<div align="center">

# Big Space

<img src="https://raw.githubusercontent.com/aevyrie/big_space/refs/heads/main/assets/bigspacebanner.svg" width="80%">

Huge worlds, high performance, no dependencies, ecosystem compatibility. [Read the docs](https://docs.rs/big_space)

[![crates.io](https://img.shields.io/crates/v/big_space)](https://crates.io/crates/big_space)
[![docs.rs](https://docs.rs/big_space/badge.svg)](https://docs.rs/big_space)
[![test suite](https://github.com/aevyrie/big_space/actions/workflows/rust.yml/badge.svg)](https://github.com/aevyrie/big_space/actions/workflows/rust.yml)
[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-main-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)

A floating origin plugin for [Bevy](https://github.com/bevyengine/bevy).

https://user-images.githubusercontent.com/2632925/215318129-5bab3095-a7dd-455b-a4b6-71840cde096c.mp4

### [Read the docs](https://docs.rs/big_space)

</div>

## Features

Lots of space to play in.

This is a floating origin plugin, useful if you want to work with very large or very small scales. It works with bevy's existing `f32`-based `Transform`s, which means it's largely compatible with the bevy ecosystem. The plugin positions entities within large fixed precision grids, effectively adding precision to the location of objects.

Additionally, you can use reference frames to nest high precision coordinate systems. For example you might want to put all entities on a planet's surface into the same reference frame. You can then rotate this reference frame with the planet, and orbit that planet around a star.

The plugin is generic over a few integer types, to trade off scale and precision for memory use. Some fun numbers with a worst case precision of 0.5mm:
- `i8`: 2,560 km = 74% of the diameter of the Moon
- `i16`: 655,350 km = 85% of the diameter of the Moon's orbit around Earth
- `i32`: 0.0045 light years = ~4 times the width of the solar system
- `i64`: 19.5 million light years = ~100 times the width of the milky way galaxy
- `i128`: 3.6e+26 light years = ~3.9e+15 times the width of the observable universe

This can also be used for small scales. With a cell edge length of `1e-11`, and using `i128`, there is enough precision to render objects the size of quarks anywhere in the observable universe.
## Highlights

From the docs: https://docs.rs/big_space/latest/big_space/precision/trait.GridPrecision.html
- Enough precision to render proton-sized meshes across the observable universe.
- Uses `Transform`, making it compatible with most of the Bevy ecosystem.
- No added dependencies.
- Absolute coordinates without drift, unlike camera-relative or periodic recentering solutions.
- Chunks the world into integer grids, from `i8` up to `i128`.
- Grids can be nested.
- Spatial hashing for fast grid cell lookups and neighbor search.
- Spatial partitioning to group sets of disconnected entities.
- 3-5x faster than Bevy's transform propagation for wide hierarchies.
- 👉 [Extensive documentation you should read.](https://docs.rs/big_space)

# Bevy Version Support
## Bevy Version Support

| bevy | big_space |
| ---- | --------- |
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93 changes: 93 additions & 0 deletions assets/fonts/FiraMono-LICENSE
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Digitized data copyright (c) 2012-2015, The Mozilla Foundation and Telefonica S.A.

This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
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-----------------------------------------------------------

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