1 unstable release
0.1.0 | Feb 9, 2023 |
---|
#967 in Game dev
33 downloads per month
48KB
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scene-graph
This crate provides a Scene Graph structure, similar to the one used in engines like Unity or Unreal. It is fast, performant, and easy to manipulate.
Quick Start
To install, add the following to your Cargo.toml:
scene-graph = "0.1.0"
or run:
cargo add scene-graph
Here's a basic SceneGraph
example:
use scene_graph::SceneGraph;
fn main() {
let mut sg: SceneGraph<&'static str> = SceneGraph::new("root");
sg.attach_at_root("first child");
// note that insertion order is honored.
let second_child_handle = sg.attach_at_root("second child");
// collect the nodes
let nodes = Vec::from_iter(sg.iter().map(|(_parent, node)| *node));
// note that the "root" is not seen in an `iter` operation.
assert_eq!(nodes, ["first child", "second child"]);
sg.attach(second_child_handle, "first grand-child").unwrap();
sg.attach(second_child_handle, "second grand-child").unwrap();
sg.attach_at_root("weird third way younger child");
let nodes = Vec::from_iter(sg.iter().map(|(_parent, node)| *node));
// note the iteration order -- because we `iter` depth first, we'll get the youngest child last.
assert_eq!(
nodes,
[
"first child",
"second child",
"first grand-child",
"second grand-child",
"weird third way younger child"
]
);
}
SceneGraph's iter
function returns a tuple of the parent's value and the current node's value in a depth first traversal. SceneGraph is designed, primarily, for trees of Transforms, and its iter
is the best way to iterate over those transforms to resolve a scene graph of local transforms into world space transforms.
Detaching Nodes
Nodes in a scene graph can be detached by calling detach
, which will return a new SceneGraph<T>
where the root is the node provided. A SceneGraph<T>
can be attached to another SceneGraph<T>
via SceneGraph::attach_graph
. If that functionality isn't needed, users can instead use remove
to simply remove the node and drop it entirely.
Detaching the children of a node without removing that node is simple as well -- iter_detach
will return an iterator which detaches each descendent of the node.
Comparison to petgraph
SceneGraph is similar to a petgraph::stable_graph::StableGraph
, but has a few differences.
SceneGraph, on an M1 Mac, is slightly faster at iterating over nodes than petgraph
s is, but with a tradeoff for creating nodes lagging a bit.
benches | scene-graph |
petgraph |
---|---|---|
adding and removing a node | 52 ns |
8.56 ns |
iter 50k nodes | 217 µs |
299.49 µs |
iter 64 nodes | 311 ns |
456.49 ns |
However, this is not where scene-graph
's utility really shines -- scene-graph
was written with the goal of quick iteration in mind, unlike petgraph
, which is a general purpose graphing utility. For example, there is no simply equivalent in petgraph
to the iter
function.
// in `scene-graph`
for (parent, child) in sg.iter() {
todo!();
}
// in `petgraph`
petgraph::visit::depth_first_search(&petgraph_sg, Some(root_idx), |event| match event {
petgraph::visit::DfsEvent::Discover(_, _) => todo!(),
petgraph::visit::DfsEvent::TreeEdge(_, _) => todo!(),
petgraph::visit::DfsEvent::BackEdge(_, _) => todo!(),
petgraph::visit::DfsEvent::CrossForwardEdge(_, _) => todo!(),
petgraph::visit::DfsEvent::Finish(_, _) => todo!(),
});
However, petgraph
offers many algorithms which scene-graph
completely lacks. For example, finding the distance between two nodes in the graph is simple in petgraph
and completely in users' hands in scene-graph
.
Dependencies
This crate depends on thiserror
for convenience and thunderdome
for its backing Arena allocator. Experimentation proved thunderdome
to be both the easiest to work with and the fastest among options.
MSRV
This crate has no MSRV yet. If it sees good adoption, an MSRV policy will be decided.
License
Dual-licensed under MIT or APACHE 2.0.
Dependencies
~300–760KB
~17K SLoC