shipyard_scenegraph 0.6.1

Scenegraph for Entity Component System
use crate::hierarchy::SceneGraph;
use crate::traits::required::*;
use crate::{
    components::*,
    views::{LocalTransformDataMut, LocalTransformStoragesMut},
};
use shipyard::*;
use shipyard_hierarchy::*;
use std::collections::HashSet;

pub fn local_transform_sys<V, Q, M, N>(
    mut local_trs_storages_mut: LocalTransformStoragesMut<V, Q, M, N>,
    mut dirty_transforms: ViewMut<DirtyTransform>,
) where
    V: Vec3Ext<N> + Send + Sync + 'static,
    Q: QuatExt<N> + Send + Sync + 'static,
    M: Matrix4Ext<N> + Send + Sync + 'static,
    N: Copy + Send + Sync + 'static,
{
    //First gather all the unique ids that have been tainted by trso changes
    let mut trso_ids: HashSet<EntityId> = local_trs_storages_mut
        .translations
        .modified()
        .iter()
        .ids()
        .chain(
            local_trs_storages_mut
                .rotations
                .modified()
                .iter()
                .ids()
                .chain(
                    local_trs_storages_mut
                        .scales
                        .modified()
                        .iter()
                        .ids()
                        .chain(local_trs_storages_mut.origins.modified().iter().ids()),
                ),
        )
        .collect();

    //Stash these in a full list which will also include the localtransform changes
    let mut all_ids = trso_ids.clone();

    //Adapt the list from LocalTransform, and set their TRSO values
    local_trs_storages_mut
        .local_transforms
        .modified()
        .iter()
        .ids()
        .for_each(|id| {
            //TODO - derive the TRSO values and set them on the components!
            //Right now all we're doing is marking-dirty direct changes to LocalTransform
            //but the actual values are not being propogated
            //until this is done, LocalTransform should modified in tandem with trso on the same component
            //but sticking with either-or is totally fine

            //don't want to re-set the transform again, it's already done!
            trso_ids.remove(&id);

            //but do need to mark dirty
            all_ids.insert(id);
        });

    //For the remaining trso_ids, set the LocalTransforms
    trso_ids.iter().for_each(|id| {
        let LocalTransformDataMut {
            translation,
            rotation,
            scale,
            origin,
            mut local_transform,
        } = (&mut local_trs_storages_mut).get(*id).unwrap();
        local_transform.reset_from_trs_origin(
            translation.as_slice(),
            rotation.as_slice(),
            scale.as_slice(),
            origin.as_slice(),
        );
    });

    //Mark everything that was dirty
    all_ids.iter().for_each(|id| {
        let dirty_transform = (&mut dirty_transforms).get(*id).unwrap();
        dirty_transform.0 = true;
    });

    //we only needed to track modified for the sake of this system
    //should be cleared immediately
    local_trs_storages_mut.clear_all_modified();
}

//See: https://gameprogrammingpatterns.com/dirty-flag.html
//the overall idea is we walk the tree and skip over nodes that are not dirty
//whenever we encounter a dirty node, we must also mark all of its children dirty
//finally, for each dirty node, its world transform is its parent's world transform
//multiplied by its local transform
//or in other words, it's the local transform, offset by its parent in world space
pub fn world_transform_sys<M, N>(
    root: UniqueView<TransformRoot>,
    parent_storage: View<Parent<SceneGraph>>,
    child_storage: View<Child<SceneGraph>>,
    local_transform_storage: View<LocalTransform<M, N>>,
    mut dirty_transform_storage: ViewMut<DirtyTransform>,
    mut world_transform_storage: ViewMut<WorldTransform<M, N>>,
) where
    M: Matrix4Ext<N> + Clone + Send + Sync + 'static,
    N: Copy + Send + Sync + 'static,
{
    fn update<M, N>(
        id: EntityId,
        mut dirty: bool,
        parent: EntityId,
        parent_storage: &View<Parent<SceneGraph>>,
        child_storage: &View<Child<SceneGraph>>,
        local_transform_storage: &View<LocalTransform<M, N>>,
        dirty_transform_storage: &mut ViewMut<DirtyTransform>,
        world_transform_storage: &mut ViewMut<WorldTransform<M, N>>,
    ) where
        M: Matrix4Ext<N> + Clone + Send + Sync + 'static,
        N: Copy + Send + Sync + 'static,
    {
        let dirty_transform = &mut dirty_transform_storage[id];
        let is_dirty: bool = dirty_transform.0;
        dirty_transform.0 = false;
        dirty |= is_dirty;

        if dirty {
            world_transform_storage.apply_mut(id, parent, |world_transform, parent_transform| {
                *world_transform = parent_transform.clone()
            });
            world_transform_storage[id].mul_assign(&local_transform_storage[id]);
        }

        (parent_storage, child_storage)
            .children(id)
            .for_each(|child| {
                update(
                    child,
                    dirty,
                    id,
                    parent_storage,
                    child_storage,
                    local_transform_storage,
                    dirty_transform_storage,
                    world_transform_storage,
                );
            });
    }

    //first propogate the root transform if it changed
    let root_id = root.0;

    let dirty_transform = &mut dirty_transform_storage[root_id];
    let is_dirty: bool = dirty_transform.0;
    dirty_transform.0 = false;
    if is_dirty {
        world_transform_storage[root_id]
            .copy_from_slice(local_transform_storage[root_id].as_slice());
    }

    //then recursively update all the children
    (&parent_storage, &child_storage)
        .children(root_id)
        .for_each(|child| {
            update(
                child,
                is_dirty,
                root_id,
                &parent_storage,
                &child_storage,
                &local_transform_storage,
                &mut dirty_transform_storage,
                &mut world_transform_storage,
            );
        });
}