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211 lines
10 KiB
Markdown
211 lines
10 KiB
Markdown
# Hierarchical Legion Transform
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[![Build Status][build_img]][build_lnk]
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[build_img]: https://travis-ci.org/AThilenius/legion_transform.svg?branch=master
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[build_lnk]: https://travis-ci.org/AThilenius/legion_transform
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A hierarchical space transform system, implemented using [Legion
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ECS](https://github.com/TomGillen/legion). The implementation is based heavily
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on the new Unity ECS Transformation layout.
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## Usage
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### TL;DR - Just show me the secret codes and incantations!
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See [examples/hierarchy.rs](examples/hierarchy.rs)
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```rust
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#[allow(unused)]
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fn tldr_sample() {
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// Create a normal Legion World
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let mut world = Universe::default().create_world();
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// Create a system bundle (vec of systems) for LegionTransform
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let transform_system_bundle = TransformSystemBundle::default().build();
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let parent_entity = *world
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.insert(
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(),
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vec![(
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// Always needed for an Entity that has any space transform
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LocalToWorld::identity(),
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// The only mutable space transform a parent has is a translation.
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Translation::new(100.0, 0.0, 0.0),
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)],
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)
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.first()
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.unwrap();
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world.insert(
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(),
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vec![
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(
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// Again, always need a `LocalToWorld` component for the Entity to have a custom
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// space transform.
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LocalToWorld::identity(),
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// Here we define a Translation, Rotation and uniform Scale.
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Translation::new(1.0, 2.0, 3.0),
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Rotation::from_euler_angles(3.14, 0.0, 0.0),
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Scale(2.0),
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// Add a Parent and LocalToParent component to attach a child to a parent.
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Parent(parent_entity),
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LocalToParent::identity(),
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);
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4
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],
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);
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}
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```
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See [examples](/examples) for both transform and hierarchy examples.
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### Transform Overview
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The Transform and Hierarchy parts of Legion Transform are largely separate and
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can thus be explained independently. We will start with space transforms, so for
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now completely put hierarchies out of mind (all entities have space transforms
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directly from their space to world space).
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A 3D space transform can come in many forms. The most generic of these is a
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matrix 4x4 which can represent any arbitrary (linear) space transform, including
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projections and sheers. These are not rarely useful for entity transformations
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though, which are normally defined by things like
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- A **Translation** - movement along the X, Y or Z axis.
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- A **Rotation** - 3D rotation encoded as a Unit Quaternion to prevent [gimbal
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lock](https://en.wikipedia.org/wiki/Gimbal_lock).
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- A **Scale** - Defined as a single floating point values, but often
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**incorrectly defined as a Vector3** (which is a `NonUniformScale`) in other
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engines and 3D applications.
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- A **NonUniformScale** - Defined as a scale for the X, Y and Z axis
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independently from each other.
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In fact, in Legion Transform, each of the above is it's own `Component` type.
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These components can be added in any combination to an `Entity` with the only
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exception being that `Scale` and `NonUniformScale` are mutually exclusive.
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Higher-order transformations can be built out of combinations of these
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components, for example:
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- Isometry: `Translation` + `Rotation`
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- Similarity: `Translation` + `Rotation` + `Scale`
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- Affine: `Translation` + `Rotation` + `NonUniformScale`
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The combination of these components will be processed (when they change) by the
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`LocalToWorldSystem` which will produce a correct `LocalToWorld` based on the
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attached transformations. This `LocalToWorld` is a homogeneous matrix4x4
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computed as: `(Translation * (Rotation * (Scale | NonUniformScale)))`.
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Breaking apart the transform into separate components means that you need only
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pay the runtime cost of computing the actual transform you need per-entity.
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Further, having `LocalToWorld` be a separate component means that any static
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entity (including those in static hierarchies) can be pre-baked into a
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`LocalToWorld` component and the rest of the transform data need not be loaded
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or stored in the final build of the game.
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In the event that the Entity is a member of a hierarchy, the `LocalToParent`
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matrix will house the `(Translation * (Rotation * (Scale | NonUniformScale)))`
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computation instead, and the `LocalToWorld` matrix will house the final local
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space to world space transformation (after all it's parent transformations have
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been computed). In other words, the `LocalToWorld` matrix is **always** the
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transformation from an entities local space, directly into world space,
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regardless of if the entity is a member of a hierarchy or not.
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### Why not just NonUniformScale always?
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NonUniformScale is somewhat evil. It has been used (and abused) in countless
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game engines and 3D applications. A Transform with a non-uniform scale is known
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as an `Affine Transform` and it cannot be applied to things like a sphere
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collider in a physics engine without some serious gymnastics, loss of precision
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and/or detrimental performance impacts. For this reason, you should always use a
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uniform `Scale` component when possible. This component was named `Scale` over
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something like "UniformScale" to imply it's status as the default scale
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component and `NonUniformScale`'s status as a special case component.
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For more info on space transformations, see [nalgebra Points and
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Transformations](https://www.nalgebra.org/points_and_transformations/).
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### Hierarchies
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Hierarchies in Legion Transform are defined in two parts. The first is the
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_Source Of Truth_ for the hierarchy, it is always correct and always up-to-date:
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the `Parent` Component. This is a component attached to children of a parent (ie
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a child 'has a' `Parent`). Users can update this component directly, and because
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it points toward the root of the hierarchy tree, it is impossible to form any
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other type of graph apart from a tree.
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Each time the Legion Transform system bundle is run, the
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`LocalToParentPropagateSystem` will also add/modify/remove a `Children`
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component on any entity that has children (ie entities that have a `Parent`
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component pointing to the parent entity). Because this component is only updated
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during the system bundle run, **it can be out of date, incorrect or missing
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altogether** after world mutations.
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It is important to note that as of today, any member of a hierarchy has it's
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`LocalToWorld` matrix re-computed each system bundle run, regardless of
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changes. This may someday change, but it is expected that the number of entities
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in a dynamic hierarchy for a final game should be small (static hierarchies can
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be pre-baked, where each entity gets a pre-baked `LocalToWorld` matrix).
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## This is no good 'tall, why didn't you do is <this> way?
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The first implementation used Legion `Tags` to store the Parent component for
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any child. This allowed for things like `O(1)` lookup of children, but was
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deemed way too much fragmentation (Legion is an archetypical, chunked ECS).
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The second implementation was based on [this fine article by Michele
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Caini](https://skypjack.github.io/2019-06-25-ecs-baf-part-4/) which structures
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the hierarchy as explicit parent pointer, a pointer to the first (and only
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first) child, and implicitly forms a linked-list of siblings. While elegant, the
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actual implementation was both complicated an near-impossible to multi-thread.
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For example, iterating through children entities required a global query to the
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Legion `World` for each child. I decided a small amount of memory by storing a
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possibly-out-of-date `SmallVec` of children was worth sacrificing on parent
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entities to make code both simpler and faster (theoretically, I never tested
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it).
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A lot of other options were considered as well, for example storing the entire
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hierarchy out-of-band from the ECS (much like Amethyst pre-Legion does). This
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has some pretty nasty drawbacks though. It makes streaming entities much harder,
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it means that hierarchies need to be special-case serialized/deserialized with
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initialization code being run on the newly deserialized entities. And it means
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that the hierarchy does not conform to the rest of the ECS. It also means that
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Legion, and all the various optimizations for querying / iterating large numbers
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of entities, was going to be mostly unused and a lot of global queries would
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need to be made against the `World` while syncing the `World` and out-of-band
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data-structure. I felt very strongly against an out-of-band implementation
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despite it being simpler to implement upfront.
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## Todo
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- [ ] Hierarchy maintenance
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- [x] Remove changed `Parent` from `Children` list of the previous parent.
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- [x] Add changed `Parent` to `Children` list of the new parent.
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- [x] Update `PreviousParent` to the new Parent.
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- [x] Handle Entities with removed `Parent` components.
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- [x] Handle Entities with `Children` but without `LocalToWorld` (move their
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children to non-hierarchical).
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- [ ] Handle deleted Legion Entities (requires
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[Legion #13](https://github.com/TomGillen/legion/issues/13))
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- [x] Local to world and parent transformation
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- [x] Handle homogeneous `Matrix4<f32>` calculation for combinations of:
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- [x] Translation
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- [x] Rotation
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- [x] Scale
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- [x] NonUniformScale
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- [x] Handle change detection and only recompute `LocalToWorld` when needed.
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- [x] Multi-threaded updates for non-hierarchical `LocalToWorld` computation.
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- [x] Recompute `LocalToParent` each run, always.
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- [ ] Transform hierarchy propagation
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- [x] Collect roots of the hierarchy forest
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- [x] Recursively re-compute `LocalToWorld` from the `Parent`'s `LocalToWorld`
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and the `LocalToParent` of each child.
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- [ ] Multi-threaded updates for hierarchical `LocalToWorld` computation.
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- [ ] Compute all changes and flush them to a `CommandBuffer` rather than
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direct mutation of components.
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## Blockers
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- Legion has no ability to detect deleted entities or components.
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[GitHub Issue #13](https://github.com/TomGillen/legion/issues/13)
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