shipyard_scenegraph 0.6.0

Scenegraph for Entity Component System
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# What is it?
Scenegraph crate for [shipyard ECS](https://github.com/leudz/shipyard)

Builds on and re-exports [shipyard-hierarchy](https://github.com/dakom/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](https://dakom.github.io/shipyard-scenegraph) 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](https://nalgebra.org/), 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](https://github.com/dakom/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.