#scene-graph #ecs #component #entity

no-std shipyard_scenegraph

Scenegraph for Entity Component System

13 releases

0.6.1 Oct 19, 2023
0.6.0 Sep 4, 2022
0.3.3 Sep 15, 2020
0.3.2 May 28, 2020
0.1.3 Mar 28, 2020

#143 in Concurrency

Download history 4/week @ 2024-02-22 3/week @ 2024-02-29 72/week @ 2024-03-07 11/week @ 2024-03-14

89 downloads per month

MIT/Apache

62KB
1.5K SLoC

Build Status LICENSE LICENSE Crates.io Documentation Demo

What is it?

Scenegraph crate for shipyard ECS

Builds on and re-exports shipyard-hierarchy

Generic over the specific number types and interop with third-party math libraries (option to bring your own math)

How to use

for now - point directly at the repo... latest updates aren't on crates.io since they depend on shipyard master branch

There are robust examples in the tests. The live demo is purposefully kept to a minimum 2d example, rather than eyecandy, in order to make it easy to learn from too.

In all cases:

  1. First, decide on your math library - out of the box is a very small native lib, as well as interop with nalgebra f64. Enable the appropriate feature (e.g. native_math or nalgebra_math).

  2. Use shipyard_scenegraph::prelude::* everywhere

  3. Call shipyard_scenegraph::init::init_scenegraph() to create the root node

  4. To add entities to the tree, borrow SceneGraphStoragesMut and then call spawn_child_*() on that.

  5. To update things - mutably borrow Translation, Rotation, Scale, and Origin. There's a helper view for updating single entities too (TrsStoragesMut). Alternatively - work with LocalTransform directly (but note that it currently does not backpropogate. see https://github.com/dakom/shipyard-scenegraph/issues/22)

  6. Run local_transform_sys and world_transform_sys systems (i.e. once per renderer or physics tick), and all the Local and World transforms will be propogated.

  7. immutably borrow WorldTransform and render

Components and Systems

Components:

  • TransformRoot(pub EntityId) - the root node of the tree
  • DirtyTransform(pub bool) - tag component for marking dirty transforms
  • Translation
  • Rotation
  • Scale
  • Origin
  • LocalTransform
  • WorldTransform

Systems:

  • local_transform_sys
  • world_transform_sys

Custom Views:

  • SceneGraphStoragesMut
  • TrsStoragesMut

Aliases are provided for the supported math interop libs and these concrete types are in the prelude.

Run tests

Core tests: cargo test --features native_math -- --nocapture Nalgebra compat tests: cargo test --features nalgebra_math -- --nocapture

More math lib interop

A minimal and efficient math library is included via the native_math feature, and it's good enough for little demos - however, it's very minimal with only the operations needed to handle basic transform stuff (matrix multiplication, rotation from quaternion, etc.)

If you're using nalgebra, you can enable the nalgebra_math feature to get that as the underlying types.

Other libraries can be added very easily.

If using multiple math libs within scenegraph for some reason, don't import from the prelude, rather import from the math module directly (this is very uncommon - not even done in tests)

Extras

Since this builds on shipyard-hierarchy, the same methods for traversing and updating the hierarchy are available.

Scenegraph gives the Parent and Child components a tag struct SceneGraph and shouldn't conflict with any other hierarchies, even in the same world.

Dependencies

~2–3.5MB
~68K SLoC