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/*!
 * The main mutiny object that contains everything else.
 */

use crate::{
    Bundle,
    components::{Name, Visible, Ty, SourcePath, reset_visible_changed},
    geometry::{
        Geometry, GeometryRef, Submesh, VertexGroups,
    },
    material::{MaterialRef, texture::{TextureRef, SamplerRef, Sampler}},
    transformation::{self,
        Transformation, Bone, DynamicTransformation,
        PreviousTransformation, Camera, RenderPlane,
    },
    light::{self,
        Light,
        DirectionalLight,
        DirectionalLightBuilder,
        DirectionalLightMatrices,
        PointLightBuilder,
        SpotLight,
        SpotLightBuilder,
        SpotLightMatrices,
        AmbientLight,
        PointLight,
        shadow},
};

#[cfg(any(feature="gl", feature="gles", feature="webgl"))]
use crate::renderer::{
    self,
    Material, MaterialPool, TexturesPool,
    light::{
        // TODO: move to top level light module
        ImageBasedLightBuilder,
    },
};
#[cfg(not(any(feature="gl", feature="gles", feature="webgl")))]
use crate::material::Material;
use rinecs::{
    World, Entity, System, SystemThreadLocal, CreationSystem, SystemDebug,
    Component, ComponentThreadLocal, ComponentSend,
    OneToNComponentSend, OneToNComponentThreadLocal, OneToNStorage,
    Entities, EntitiesThreadLocal, WriteAndParent, Not,
};
use rin::{
    graphics::{
        Node, NodeMut, CameraExt, Mesh
    },
};
#[cfg(feature="stats")]
use rin::events::Property;
#[cfg(feature="stats")]
use std::time;
#[cfg(any(feature="gl", feature="gles", feature="webgl"))]
use rin::gl;
#[cfg(feature="parking_lot")]
use parking_lot::*;
#[cfg(not(feature="parking_lot"))]
use std::sync::{RwLockReadGuard, RwLockWriteGuard};
use na::one;
use serde::{Serialize, Deserialize};
use crate::EventsDispatcher;
use std::fmt::Debug;
use std::mem;

/// The scene is the container for everything else in mutiny
///
/// Through it you can create other elements like models, lights... or add systems that will update
/// those elements over time
///
/// To create a scene you need to first create a renderer and an events dispatcher. The scene will
/// take ownership of them and run them later.
///
/// Once you have a scene you can use it to create all the entities in the application and their
/// components.
pub struct Scene{
    world: World,
    vertex_register: renderer::VertexRegister,
}

impl Scene{
    /// Creates a new scene from a renderer and an events dispatcher
    ///
    /// Also register the most basic components that are usually always used on any mutiny application
    /// and the main systems.
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn new(mut renderer: renderer::Bundle, events_dispatcher: EventsDispatcher) -> Scene {
        let mut world = rinecs::World::new();

        world.register::<Name>();
        world.register::<Visible>();
        world.register::<Ty>();
        world.register::<SourcePath>();
        world.register::<Transformation>();
        world.register::<PreviousTransformation>();
        world.register::<DynamicTransformation>();
        world.register::<RenderPlane>();
        world.register::<Bone>();
        world.register::<GeometryRef>();
        world.register::<VertexGroups>();
        world.register::<Submesh>();
        world.register::<Light>();
        world.register::<DirectionalLight>();
        world.register::<DirectionalLightMatrices>();
        world.register::<SpotLight>();
        world.register::<SpotLightMatrices>();
        world.register::<PointLight>();
        world.register::<AmbientLight>();
        world.register::<light::Attenuation>();
        world.register::<shadow::Map>();
        world.register::<shadow::StaticMap>();
        world.register::<shadow::Type>();

        renderer::Bundle::register_components(&mut world);

        world.add_resource(transformation::Viewport::new(renderer.viewport()));
        world.add_resource(light::LightInfo::default());

        world.add_system_with_name_thread_local(events_dispatcher, "events dispatcher");
        world.add_system_with_name(reset_visible_changed, "reset visibles");
        let viewport_size = renderer.viewport_size_stream();
        world.add_system_with_name(transformation::CameraUpdater::new(viewport_size), "update camera");
        world.add_system_with_name(light::check_lights_changed_system, "count lights");
        world.add_barrier();
        let vertex_register = renderer.vertex_register();
        renderer.into_resources(&mut world);

        Scene {
            world,
            vertex_register,
        }
    }

    /// Explicitly register a vertex type
    ///
    /// Vertex types are usually registered the first time we add a Geometry of that vertex type
    /// to the scene using `add_mesh` but in some special cases we might want to add geometries
    /// directly to an entity. In those cases it's necesary to call this method in order to register
    /// the corresponding components and create the renderer systems that allow to render this type
    /// of geometry
    pub fn register_vertex_type<T>(&mut self)
    where T: 'static + glin::VertexFormat + Send + Clone + Copy + Debug +
        Serialize + Deserialize<'static>
    {
        let registered = {
            let mut vertex_register = self.world.resource_mut::<renderer::DeferredVertexRegister>()
                .unwrap();
            vertex_register.deferred_register_vertex_type::<T>()
        };

        if registered {
            self.register_component::<Geometry<T>>();
            let world: &mut rinecs::World = unsafe{ mem::transmute(&mut self.world) };
            let mut vertex_register = self.world.resource_mut::<renderer::DeferredVertexRegister>()
                .unwrap();
            vertex_register.update_registers(world, &mut self.vertex_register);
        }
    }

    /// Register a component in the system
    ///
    /// When using a new component that is not defined by mutiny but by your own application
    /// it's necesary to register it in the scene using this method
    ///
    /// This version only accepts thread safe components (`Send`)
    pub fn register_component<'a, C: Component + Send>(&'a mut self)
        where <<C as Component>::Storage as rinecs::Storage<'a, C>>::Get: rinecs::DebugParameter,
    {
        self.world.register::<C>()
    }


    /// Register a component in the system
    ///
    /// When using a new component that is not defined by mutiny but by your own application
    /// it's necesary to register it in the scene using this method
    ///
    /// Use this version when registering components that can't be sent accross threads
    pub fn register_component_thread_local<'a, C: Component>(&'a mut self)
        where <<C as Component>::Storage as rinecs::Storage<'a, C>>::Get: rinecs::DebugParameter,
    {
        self.world.register_thread_local::<C>()
    }

    /// Register a mutiny `Bundle`
    ///
    /// A Bundle usually register it's own components and systems
    ///
    /// You can create your own bundles implementing the `Bundle` trait
    pub fn register<B: Bundle>(&mut self){
        B::register(self)
    }

    /// Add an element to the scene through it's Builder and settings
    ///
    /// Some modules implement the `Builder` trait and specify a settings struct
    /// that allows to add them to the scene using this method.
    ///
    /// For example to add load a blender file you can use:
    ///
    /// ```
    /// scene.add::<mutiny::blender::Blender>()
    ///     .load("file_path.blend")
    ///     .unwrap();
    /// ```
    pub fn add<'a, B: Builder<'a, World>>(&'a mut self, settings: <B as Builder<'a, World>>::Settings) -> B{
        B::new(&mut self.world, settings)
    }

    // TODO: add -> create
    /// Add a new model to the scene
    ///
    /// This method returns a ModelBuilder that allows to set the geometry, transformation and other
    /// components of the model.
    ///
    /// To add geometry and materials to the model they have to be registered in the scene first and
    /// the handle that we get when registering them is really what use to set that geometry or material
    /// to a model, instead of the geometry and material themselves
    ///
    /// This allows renderers to optimize drawing by instancing models with the same geometry and to
    /// batch geometries with the same properties
    pub fn add_model(&mut self, name: &str) -> ModelBuilder{
        ModelBuilder{
            builder: self.world.new_entity()
                .add(Name(name.to_string()))
                .add(Ty::Model),
            visible: true,
            added_trafo: false,
        }
    }

    /// Add an empty node to the scene
    ///
    /// Other objects like models, lights... can be created as children of an empty
    pub fn add_empty(&mut self, name: &str) -> EmptyBuilder{
        EmptyBuilder{
            builder: self.world.new_entity()
                .add(Name(name.to_string()))
                .add(Ty::Empty),
            added_trafo: false,
        }
    }

    /// Adds a mesh to the system and returns a handle to the geometry
    ///
    /// The returned GeometryRef can be used as geometry for models.
    pub fn add_mesh<T>(&mut self, geom: Mesh<T>) -> GeometryRef
    where T: 'static + glin::VertexFormat + Send + Clone + Copy + Debug +
        Serialize + Deserialize<'static>
    {
        self.register_vertex_type::<T>();

        let entity = self.world.new_entity()
            // .add(Submesh(geom.indices().to_vec()))
            .add(Geometry::new(geom))
            .add(Ty::Mesh)
            .build();

        GeometryRef(entity)
    }

    /// Adds a mesh with a name to the system and returns a handle to the geometry
    ///
    /// The returned GeometryRef can be used as geometry for models.
    ///
    /// Names are mostly useful for debugging and not considered an ID of the model
    pub fn add_named_mesh<T>(&mut self, geom: Mesh<T>, name: &str) -> GeometryRef
    where T: 'static + glin::VertexFormat + Send + Clone + Copy + Debug +
        Serialize + Deserialize<'static>
    {
        self.register_vertex_type::<T>();

        let entity = self.world.new_entity()
            // .add(Submesh(geom.indices().to_vec()))
            .add(Name(name.to_owned()))
            .add(Geometry::new(geom))
            .add(Ty::Mesh)
            .build();

        GeometryRef(entity)
    }

    /// Create a directional light
    ///
    /// This method returns a builder object that allows to set different parameter in the light
    /// before creating it.
    ///
    /// When done setting all the parameters call build on the builder to finally create the light
    pub fn add_directional_light<'a>(&'a mut self, name: &'a str) -> DirectionalLightBuilder<'a, World>{
        DirectionalLightBuilder::new(&mut self.world, name)
    }


    /// Create a spot light
    ///
    /// This method returns a builder object that allows to set different parameter in the light
    /// before creating it.
    ///
    /// When done setting all the parameters call build on the builder to finally create the light
    pub fn add_spot_light<'a>(&'a mut self, name: &'a str) -> SpotLightBuilder<'a, World>{
        SpotLightBuilder::new(&mut self.world, name)
    }


    /// Create a point light
    ///
    /// This method returns a builder object that allows to set different parameter in the light
    /// before creating it.
    ///
    /// When done setting all the parameters call build on the builder to finally create the light
    pub fn add_point_light<'a>(&'a mut self, name: &'a str) -> PointLightBuilder<'a, World>{
        PointLightBuilder::new(&mut self.world, name)
    }

    /// Create an imaged based light
    ///
    /// This method returns a builder object that allows to set different parameter in the light
    /// before creating it.
    ///
    /// When done setting all the parameters call build on the builder to finally create the light
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn add_image_based_light<'a>(&'a mut self, name: &'a str) -> ImageBasedLightBuilder<'a, World>{
        ImageBasedLightBuilder::new(&mut self.world, name)
    }

    /// Add a camera to the scene
    ///
    /// Right now there can only be one camera in the scene and adding a new one will replace the
    /// old one
    pub fn add_camera<C: CameraExt + Send + 'static>(&mut self, camera: C){
        self.world.add_resource(Camera::new(camera));
    }

    /// Add a bundle to the scene
    ///
    /// Adding a bundle adds all the systems of that bundle.
    pub fn add_bundle<B: Bundle>(&mut self, bundle: B){
        bundle.setup(self)
    }

    /// Manually update the full hierarchy of objects in the scene
    pub fn update_all_transformations(&mut self){
        transformation::update_all(self.world.entities(), self.world.resources());
    }

    /// Register a new material
    ///
    /// Takes ownership of the passed material and returns a handle to it that can be used to set
    /// it as a model material
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn register_material<M: Material + 'static>(&mut self, name: &str, material: M) -> MaterialRef{
        self.resource_mut::<MaterialPool>().unwrap()
            .register_material(name, material)
    }

    #[cfg(not(any(feature="gl", feature="gles", feature="webgl")))]
    pub fn register_material<M: Material + 'static>(&mut self, name: &str, material: M) -> MaterialRef{
        unimplemented!()
    }


    /// Find a material by name if it exists
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn find_material(&self, name: &str) -> Option<MaterialRef>{
        self.resource_mut::<MaterialPool>().unwrap()
            .find_material(name)
    }


    /// Register a texture to be used when setting up materials
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn register_texture(&mut self, texture: glin::Texture) -> TextureRef{
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_texture(texture)
    }


    /// Create a texture and register it from the image pixels and a format specification
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn register_texture_from_data_format<T: 'static>(&mut self, format: glin::texture::LoadDataFormat, data: &[T]) -> Result<TextureRef, glin::Error>{
        //TODO: move renderer into ResourcesPool?
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_texture_from_data_format(format, data, renderer.context())
    }


    /// Create and register a texture from a loaded image
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn register_image<I: glin::Image>(&mut self, img: &I) -> Result<TextureRef, glin::Error>{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_image(img, renderer.context())
    }



    /// Create a texture and register it with a name from the image pixels and a format specification
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn register_named_texture_from_data_format<T: 'static>(&mut self, name: &str, format: glin::texture::LoadDataFormat, data: &[T]) -> Result<TextureRef, glin::Error>{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_named_texture_from_data_format(name, format, data, renderer.context())
    }


    /// Create and register a texture with a name from a loaded image
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn register_named_image<I: glin::Image>(&mut self, name: &str, img: &I) -> Result<TextureRef, glin::Error>{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_named_image(name, img, renderer.context())
    }


    /// Register a texture sampler (a texture + parameters of how it has to be used)
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn register_sampler(&mut self, sampler: Sampler) -> SamplerRef{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_sampler(sampler, renderer.context())
    }

    /// Register a texture sampler with a name (a texture + parameters of how it has to be used)
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn register_named_sampler(&mut self, name: &str, sampler: Sampler) -> SamplerRef{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_named_sampler(name, sampler, renderer.context())
    }

    /// Find a texture by it's name
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn find_texture(&self, name: &str) -> Option<TextureRef>{
        self.resource_mut::<TexturesPool>().unwrap()
            .find_named_texture(name)
    }

    /// Create the renderer systems
    ///
    /// Call this method after all the methods that might update geometry, transformations...
    ///
    /// Usually after every other system and bundle but some systems like postprocessing might need
    /// to be inserted after the renderer
    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    pub fn add_renderer_systems(&mut self){
        renderer::Bundle::add_systems(&mut self.world);
    }

    /// Run all the systems once
    pub fn run_once(&mut self) {
        self.world.run_once()
    }

    /// Run all the systems once without using multiple threads
    pub fn run_single_threaded(&mut self) {
        self.world.run_single_threaded();
        let world: &mut rinecs::World = unsafe{ mem::transmute(&mut self.world) };
        let mut vertex_register = self.world.resource_mut::<renderer::DeferredVertexRegister>()
            .unwrap();
        vertex_register.update_registers(world, &mut self.vertex_register);
    }

    /// Run all the systems once in parallel when possible
    #[cfg(feature="multithreaded")]
    pub fn run_multi_threaded(&mut self) {
        self.world.run_multi_threaded();
        let world: &mut rinecs::World = unsafe{ mem::transmute(&mut self.world) };
        let mut vertex_register = self.world.resource_mut::<renderer::DeferredVertexRegister>()
            .unwrap();
        vertex_register.update_registers(world, &mut self.vertex_register);
    }

    /// Run all the systems once and printout messages about possible concurrency problems
    #[cfg(feature="debug_concurrency")]
    pub fn run_debug_concurrency(&mut self) {
        self.world.run_debug_concurrency();
        let world: &mut rinecs::World = unsafe{ mem::transmute(&mut self.world) };
        let mut vertex_register = self.world.resource_mut::<renderer::DeferredVertexRegister>()
            .unwrap();
        vertex_register.update_registers(world, &mut self.vertex_register);
    }

    /// Return the world resources
    pub fn resources(&self) -> rinecs::Resources{
        self.world.resources()
    }

    /// Remove a resource
    pub fn remove_resource<T: 'static>(&mut self) -> Option<T> {
        self.world.remove_resource()
    }

    /// Add a new resource
    pub fn add_resource<T: Send + 'static>(&mut self, resource: T){
        self.world.add_resource(resource)
    }

    /// Add a new resource that can't be sent across threads
    pub fn add_resource_thread_local<T: 'static>(&mut self, resource: T){
        self.world.add_resource_thread_local(resource)
    }

    /// Returs a specific resource if it exists
    pub fn resource<T: 'static>(&self) -> Option<RwLockReadGuard<T>>{
        self.world.resource()
    }

    /// Returs a specific resource for mutable access if it exists
    pub fn resource_mut<T: 'static>(&self) -> Option<RwLockWriteGuard<T>>{
        self.world.resource_mut()
    }

    /// Returs a specific resource that can't be sent across threads if it exists
    pub fn resources_thread_local(&self) -> rinecs::ResourcesThreadLocal{
        self.world.resources_thread_local()
    }


    pub fn creation_proxy(&mut self) -> rinecs::CreationProxy{
        self.world.creation_proxy()
    }

    /// Adds a `Send` `System` that will be run in the order it was added.
    ///
    /// `Send` systems will run in parallel with other `Send` systems and
    /// with thread local systems added in between barriers.
    pub fn add_system<S>(&mut self, system: S) -> &mut World
    where  for<'a> S: System<'a> + 'static
    {
        self.world.add_system(system)
    }

    /// Adds a non `Send` `System` that will be run in the order it was added.
    ///
    /// SystemThreadLocal will always run in the main thread but can run in parallel
    /// with `Send` systems.
    pub fn add_system_thread_local<S>(&mut self, system: S) -> &mut World
    where  for<'a> S: SystemThreadLocal<'a> + 'static
    {
        self.world.add_system_thread_local(system)
    }

    /// Adds a `CreationSystem` that will be run in the order it was added.
    ///
    /// CreationSystems run alone with no other system running in parallel.
    pub fn add_creation_system<S>(&mut self, system: S) -> &mut World
    where S: for<'a> CreationSystem<'a> + 'static
    {
        self.world.add_creation_system(system)
    }

    /// Adds a `SystemDebug` that will be run in the order it was added.
    ///
    /// SystemDebug run alone with no other system running in parallel.
    pub fn add_debug_system<S>(&mut self, system: S) -> &mut World
    where S: for<'a> SystemDebug<'a> + 'static
    {
        self.world.add_debug_system(system)
    }

    /// Adds a `Send` `System` with a custom name.
    ///
    /// Useful mostly when stats are enabeld. Only systems with name
    /// will show up in stats.
    ///
    /// `Send` systems will run in parallel with other `Send` systems and
    /// with thread local systems added in between barriers.
    pub fn add_system_with_name<S>(&mut self, system: S, name: &str) -> &mut World
    where  for<'a> S: System<'a> + 'static
    {
        self.world.add_system_with_name(system, name)
    }

    /// Adds a `SystemThreadLocal` with a custom name.
    ///
    /// Useful mostly when stats are enabeld. Only systems with name
    /// will show up in stats.
    ///
    /// SystemThreadLocal will always run in the main thread but can run in parallel
    /// with `Send` systems.
    pub fn add_system_with_name_thread_local<S>(&mut self, system: S, name: &str) -> &mut World
    where  for<'a> S: SystemThreadLocal<'a> + 'static
    {
        self.world.add_system_with_name_thread_local(system, name)
    }

    /// Adds a `SystemThreadLocal` with a custom name.
    ///
    /// Useful mostly when stats are enabeld. Only systems with name
    /// will show up in stats.
    ///
    /// This system will have both cpu and gpu stats
    ///
    /// SystemThreadLocal will always run in the main thread but can run in parallel
    /// with `Send` systems.
    pub fn add_system_with_name_thread_local_gpu<S>(&mut self, system: S, name: &str) -> &mut World
    where  for<'a> S: SystemThreadLocal<'a> + 'static
    {
        self.world.add_system_with_name_thread_local_gpu(system, name)
    }

    /// Adds a `CreationSystem` with a custom name.
    ///
    /// Useful mostly when stats are enabeld. Only systems with name
    /// will show up in stats.
    ///
    /// CreationSystems run alone with no other system running in parallel.
    pub fn add_creation_system_with_name<S>(&mut self, system: S, name: &str) -> &mut World
    where  for<'a> S: CreationSystem<'a> + 'static
    {
        self.world.add_creation_system_with_name(system, name)
    }

    /// Adds a `SystemDebug` with a custom name and data that will be passed
    /// to the system as first parameter.
    ///
    /// Useful mostly when stats are enabeld. Only systems with name
    /// will show up in stats.
    ///
    /// SystemDebug run alone with no other system running in parallel.
    pub fn add_debug_system_with_name<S>(&mut self, system: S, name: &str) -> &mut World
    where S: for<'a> SystemDebug<'a> + 'static
    {
        self.world.add_debug_system_with_name(system, name)
    }

    /// Delimits all the systems that will run in parallel.
    ///
    /// Only systems between barriers (or creation and debug systems)
    /// will run in parallel with each other.
    ///
    /// Barriers allow to create groups of systems that run in parallel
    /// including thread local systems that run one by one in the main
    /// thread but in parallel with `Send` systems.
    pub fn add_barrier(&mut self) -> &mut World {
        self.world.add_barrier()
    }


    /// Adds a `Send` `Component` to an already existing `Entity`.
    pub fn add_component_to<C: ComponentSend>(&mut self, entity: &Entity, component: C){
        self.world.add_component_to(entity, component)
    }

    /// Adds a non `Send` `Component` to an already existing `Entity`.
    pub fn add_component_to_thread_local<C: ComponentThreadLocal>(&mut self, entity: &Entity, component: C){
        self.world.add_component_to_thread_local(entity, component)
    }

    /// Adds a `Send` `OneToNComponent` to an already existing `Entity`.
    ///
    /// This allows to add a slice of components to an entity instead of only
    /// one component. This components are stored contiguously in memory for
    /// all the entities.
    pub fn add_slice_component_to<C, I>(&mut self, entity: &Entity, component: I)
        where C: OneToNComponentSend,
              for<'a> <C as Component>::Storage: OneToNStorage<'a, C>,
              I: IntoIterator<Item = C>
    {
        self.world.add_slice_component_to(entity, component)
    }

    /// Adds a non `Send` `OneToNComponent` to an already existing `Entity`.
    ///
    /// This allows to add a slice of components to an entity instead of only
    /// one component. This components are stored contiguously in memory for
    /// all the entities.
    pub fn add_slice_component_to_thread_local<C, I>(&mut self, entity: &Entity, component: I)
        where C: OneToNComponentThreadLocal,
              for<'a> <C as Component>::Storage: OneToNStorage<'a, C>,
              I: IntoIterator<Item = C>
    {
        self.world.add_slice_component_to_thread_local(entity, component)
    }

    /// Removes a compoenent of the specified type from an entity.
    pub fn remove_component_from<C: Component>(&mut self, entity: &Entity){
        self.world.remove_component_from::<C>(entity)
    }

    /// Removes an `Entity` and all it's compoenents.
    pub fn remove_entity(&mut self, entity: &Entity){
        self.world.remove_entity(entity)
    }

    /// Returns an `Entities` object that allows to iterate over all the `Send` components
    /// of entities in this world.
    pub fn entities(&self) -> Entities{
        self.world.entities()
    }

    /// Returns an `EntitiesThreadLocal` object that allows to iterate over all the
    /// `Send` and non `Send` components of entities in this world.
    pub fn entities_thread_local(&self) -> EntitiesThreadLocal{
        self.world.entities_thread_local()
    }

    /// Returns a component for reading for the passed entity
    ///
    /// ```
    /// # #[macro_use] extern crate rinecs_derive;
    /// # use rinecs::*;
    /// # #[derive(Component, Debug)]
    /// # struct Position{x: f32, y: f32}
    /// # let mut world = World::new();
    /// # world.register::<Position>();
    /// let e1 = world.new_entity()
    ///     .add(Position{x: 0., y: 0.})
    ///     .build();
    /// let entities = world.entities();
    /// let pos = entities.component_for::<Position>(&e1).unwrap();
    /// ```
    pub fn component_for<C: Component>(&self, entity: &Entity) -> Option<rinecs::Ptr<C>> {
        self.world.entities_thread_local().component_for::<C>(entity)
    }

    /// Returns a component for writing for the passed entity
    ///
    /// ```
    /// # #[macro_use] extern crate rinecs_derive;
    /// # use rinecs::*;
    /// # #[derive(Component, Debug)]
    /// # struct Position{x: f32, y: f32}
    /// # let mut world = World::new();
    /// # world.register::<Position>();
    /// let e1 = world.new_entity()
    ///     .add(Position{x: 0., y: 0.})
    ///     .build();
    /// let entities = world.entities();
    /// let mut pos = entities.component_for_mut::<Position>(&e1).unwrap();
    /// ```
    pub fn component_for_mut<C: Component>(&self, entity: &Entity) -> Option<rinecs::PtrMut<C>> {
        self.world.entities_thread_local().component_for_mut::<C>(entity)
    }


    /// Returns an iterator over all the statistics of the running systems.
    ///
    /// This properties can be added to for example a gui to monitor the
    /// running times for each system.
    #[cfg(feature="stats")]
    pub fn stats(&mut self) -> impl Iterator<Item = (&str, Property<'static, time::Duration>)>{
        self.world.stats()
    }

    /// Returns an iterator over all the gpu statistics of the running systems.
    ///
    /// This properties can be added to for example a gui to monitor the
    /// running times for each system.
    #[cfg(feature="stats")]
    pub fn gpu_stats<'g, C>(&'g mut self, gl: &'g C) -> impl Iterator<Item = (&str, Property<'static, time::Duration>)> + 'g
    where C: glin::CreationContext
    {
        self.world.gpu_stats(gl)
    }

    /// Returns an iterator over all the enable system properties.
    ///
    /// This properties allow to enable and disable individual systems
    /// at run time from for example a gui.
    #[cfg(feature="stats")]
    pub fn enabled_systems(&mut self) -> impl Iterator<Item = (&str, Property<'static, bool>)> {
        self.world.enabled_systems()
    }
}

pub trait Builder<'a, C: CreationContext = World>{
    type Settings;
    fn new(world: &'a mut C, settings: Self::Settings) -> Self;
}

pub struct ModelBuilder<'a>{
    builder: rinecs::EntityBuilder<'a>,
    added_trafo: bool,
    visible: bool,
}

impl<'a> ModelBuilder<'a>{
    pub fn transformation<M: Into<Node>>(self, model: M) -> ModelBuilder<'a>{
        ModelBuilder{
            builder: self.builder
                .add(Transformation::from_node(model.into())),
            visible: self.visible,
            added_trafo: true,
        }
    }

    pub fn dynamic_transformation<M: Into<Node>>(self, model: M) -> ModelBuilder<'a>{
        ModelBuilder{
            builder: self.builder
                .add(Transformation::from_node(model.into()))
                .add(DynamicTransformation),
            visible: self.visible,
            added_trafo: true,
        }
    }

    pub fn material(self, material: MaterialRef) -> ModelBuilder<'a>{
        ModelBuilder{
            builder: self.builder.add(material),
            visible: self.visible,
            added_trafo: self.added_trafo,
        }
    }

    // TODO: change so we can add the mesh to the world and the GeometryRef to the model
    // pub fn mesh<T: 'static + Send>(self, geom: Mesh<T>) -> ModelBuilder<'a>{
    //     ModelBuilder{
    //         builder: self.builder.add(Geometry(geom))
    //     }
    // }

    pub fn geometry(self, geom: GeometryRef) -> ModelBuilder<'a>{
        ModelBuilder{
            builder: self.builder.add(geom),
            visible: self.visible,
            added_trafo: self.added_trafo,
        }
    }

    pub fn invisible(self) -> ModelBuilder<'a>{
        ModelBuilder{
            builder: self.builder,
            visible: false,
            added_trafo: self.added_trafo,
        }
    }

    pub fn add<C: Component + Send>(self, component: C) -> ModelBuilder<'a>{
        ModelBuilder{
            builder: self.builder.add(component),
            visible: self.visible,
            added_trafo: self.added_trafo,
        }
    }

    pub fn add_thread_local<C: Component>(self, component: C) -> ModelBuilder<'a>{
        ModelBuilder{
            builder: self.builder.add_thread_local(component),
            visible: self.visible,
            added_trafo: self.added_trafo,
        }
    }


    // pub fn add_child<C: ComponentSync>(mut self, parent: &Entity, component: C) -> Self
    //     where <C as Component>::Storage: HierarchicalStorage<'a,C>{
    // {
    //         let storage = self.world.storage_mut::<C>();
    //         if let Some(mut storage) = storage{
    //             unsafe{ storage.insert_child(parent.guid, self.guid, component) }
    //         }else{
    //             panic!("Trying to add component of type {} without registering first", C::type_name())
    //         }
    //     };
    //     self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //     self
    // }

    // pub fn add_child_thread_local<C: ComponentThreadLocal>(mut self, parent: Entity, component: C) -> Self
    //     where <C as Component>::Storage: HierarchicalStorage<'a,C>{
    // {
    //         let storage = self.world.storage_thread_local_mut::<C>();
    //         if let Some(mut storage) = storage{
    //             unsafe{ storage.insert_child(parent.guid, self.guid, component) }
    //         }else{
    //             panic!("Trying to add component of type {} without registering first", C::type_name())
    //         }
    //     };
    //     self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //     self
    // }

    // pub fn add_slice<C, I>(mut self, component: I) -> Self
    //     where C: OneToNComponentSync,
    //           for<'b> <C as ::Component>::Storage: ::OneToNStorage<'b, C>,
    //           I: IntoIterator<Item = C>
    // {
    //     {
    //         let storage = self.world.storage_mut::<C>();
    //         if let Some(mut storage) = storage{
    //             storage.insert_slice(self.guid, component)
    //         }else{
    //             panic!("Trying to add component of type {} without registering first", C::type_name())
    //         }
    //     };
    //     self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //     self
    // }

    // pub fn add_slice_thread_local<C, I>(mut self, component: I) -> Self
    //     where C: OneToNComponentThreadLocal,
    //           for<'b> <C as ::Component>::Storage: ::OneToNStorage<'b, C>,
    //           I: IntoIterator<Item = C>
    // {
    //     {
    //         let storage = self.world.storage_thread_local_mut::<C>();
    //         if let Some(mut storage) = storage{
    //             storage.insert_slice(self.guid, component)
    //         }else{
    //             panic!("Trying to add component of type {} without registering first", C::type_name())
    //         }
    //     };
    //     self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //     self
    // }

    // pub fn add_hierarchy<C: HierarchicalOneToNComponentSync>(&mut self) -> HierarchyBuilder<C>{
    //     let storage = self.world.storage_mut::<C>();
    //     if let Some(storage) = storage{
    //         self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //         let storage = WriteGuardRef::new(WriteGuard::Sync(storage));
    //         HierarchyBuilder{
    //             entity: self.guid,
    //             storage
    //         }
    //     }else{
    //         panic!("Trying to add component of type {} without registering first", C::type_name())
    //     }
    // }

    // pub fn add_hierarchy_thread_local<C: HierarchicalOneToNComponentThreadLocal>(&mut self) -> HierarchyBuilder<C>{
    //     let storage = self.world.storage_thread_local_mut::<C>();
    //     if let Some(storage) = storage{
    //         self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //         HierarchyBuilder{
    //             entity: self.guid,
    //             storage
    //         }
    //     }else{
    //         panic!("Trying to add component of type {} without registering first", C::type_name())
    //     }
    // }

    pub fn build(self) -> Entity {
        let builder = self.builder.add(Visible::new(self.visible));
        if !self.added_trafo{
            builder.add(Transformation::from_node(one())).build()
        }else{
            builder.build()
        }
    }
}


pub struct EmptyBuilder<'a>{
    builder: rinecs::EntityBuilder<'a>,
    added_trafo: bool,
}

impl<'a> EmptyBuilder<'a>{
    pub fn transformation<M: Into<Node>>(self, model: M) -> EmptyBuilder<'a>{
        EmptyBuilder{
            builder: self.builder
                .add(Transformation::from_node(model.into())),
            added_trafo: true,
        }
    }

    pub fn dynamic_transformation<M: Into<Node>>(self, model: M) -> EmptyBuilder<'a>{
        EmptyBuilder{
            builder: self.builder
                .add(Transformation::from_node(model.into()))
                .add(DynamicTransformation),
            added_trafo: true,
        }
    }

    pub fn add<C: Component + Send>(self, component: C) -> EmptyBuilder<'a>{
        EmptyBuilder{
            builder: self.builder.add(component),
            added_trafo: self.added_trafo,
        }
    }

    pub fn add_thread_local<C: Component>(self, component: C) -> EmptyBuilder<'a>{
        EmptyBuilder{
            builder: self.builder.add_thread_local(component),
            added_trafo: self.added_trafo,
        }
    }


    // pub fn add_child<C: ComponentSync>(mut self, parent: &Entity, component: C) -> Self
    //     where <C as Component>::Storage: HierarchicalStorage<'a,C>{
    // {
    //         let storage = self.world.storage_mut::<C>();
    //         if let Some(mut storage) = storage{
    //             unsafe{ storage.insert_child(parent.guid, self.guid, component) }
    //         }else{
    //             panic!("Trying to add component of type {} without registering first", C::type_name())
    //         }
    //     };
    //     self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //     self
    // }

    // pub fn add_child_thread_local<C: ComponentThreadLocal>(mut self, parent: Entity, component: C) -> Self
    //     where <C as Component>::Storage: HierarchicalStorage<'a,C>{
    // {
    //         let storage = self.world.storage_thread_local_mut::<C>();
    //         if let Some(mut storage) = storage{
    //             unsafe{ storage.insert_child(parent.guid, self.guid, component) }
    //         }else{
    //             panic!("Trying to add component of type {} without registering first", C::type_name())
    //         }
    //     };
    //     self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //     self
    // }

    // pub fn add_slice<C, I>(mut self, component: I) -> Self
    //     where C: OneToNComponentSync,
    //           for<'b> <C as ::Component>::Storage: ::OneToNStorage<'b, C>,
    //           I: IntoIterator<Item = C>
    // {
    //     {
    //         let storage = self.world.storage_mut::<C>();
    //         if let Some(mut storage) = storage{
    //             storage.insert_slice(self.guid, component)
    //         }else{
    //             panic!("Trying to add component of type {} without registering first", C::type_name())
    //         }
    //     };
    //     self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //     self
    // }

    // pub fn add_slice_thread_local<C, I>(mut self, component: I) -> Self
    //     where C: OneToNComponentThreadLocal,
    //           for<'b> <C as ::Component>::Storage: ::OneToNStorage<'b, C>,
    //           I: IntoIterator<Item = C>
    // {
    //     {
    //         let storage = self.world.storage_thread_local_mut::<C>();
    //         if let Some(mut storage) = storage{
    //             storage.insert_slice(self.guid, component)
    //         }else{
    //             panic!("Trying to add component of type {} without registering first", C::type_name())
    //         }
    //     };
    //     self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //     self
    // }

    // pub fn add_hierarchy<C: HierarchicalOneToNComponentSync>(&mut self) -> HierarchyBuilder<C>{
    //     let storage = self.world.storage_mut::<C>();
    //     if let Some(storage) = storage{
    //         self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //         let storage = WriteGuardRef::new(WriteGuard::Sync(storage));
    //         HierarchyBuilder{
    //             entity: self.guid,
    //             storage
    //         }
    //     }else{
    //         panic!("Trying to add component of type {} without registering first", C::type_name())
    //     }
    // }

    // pub fn add_hierarchy_thread_local<C: HierarchicalOneToNComponentThreadLocal>(&mut self) -> HierarchyBuilder<C>{
    //     let storage = self.world.storage_thread_local_mut::<C>();
    //     if let Some(storage) = storage{
    //         self.components_mask |= self.world.components_mask_index[&C::id()].clone();
    //         HierarchyBuilder{
    //             entity: self.guid,
    //             storage
    //         }
    //     }else{
    //         panic!("Trying to add component of type {} without registering first", C::type_name())
    //     }
    // }

    pub fn build(self) -> Entity {
        if !self.added_trafo{
            self.builder.add(Transformation::from_node(one())).build()
        }else{
            self.builder.build()
        }
    }
}

pub trait CreationContext: rinecs::CreationContext{
    fn add<'a, B: Builder<'a, Self>>(&'a mut self, settings: <B as Builder<'a, Self>>::Settings) -> B where Self: Sized;
    fn add_model(&mut self, name: &str) -> ModelBuilder;
    fn add_empty(&mut self, name: &str) -> EmptyBuilder;
    fn add_mesh<T>(&mut self, geom: Mesh<T>) -> GeometryRef
    where T: 'static + glin::VertexFormat + Send + Clone + Copy + Debug +
        Serialize + Deserialize<'static>;
    fn add_named_mesh<T>(&mut self, geom: Mesh<T>, name: &str) -> GeometryRef
    where T: 'static + glin::VertexFormat + Send + Clone + Copy + Debug +
        Serialize + Deserialize<'static>;
    fn add_directional_light<'a>(&'a mut self, name: &'a str) -> DirectionalLightBuilder<'a, Self> where Self: Sized;
    fn add_spot_light<'a>(&'a mut self, name: &'a str) -> SpotLightBuilder<'a, Self> where Self: Sized;
    fn add_point_light<'a>(&'a mut self, name: &'a str) -> PointLightBuilder<'a, Self> where Self: Sized;
    fn update_all_transformations(&mut self);

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn add_image_based_light<'a>(&'a mut self, name: &'a str) -> ImageBasedLightBuilder<'a, Self> where Self: Sized;

    fn register_material<M: Material + 'static>(&mut self, name: &str, material: M) -> MaterialRef;

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn find_material(&self, name: &str) -> Option<MaterialRef>;

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_texture(&mut self, texture: glin::Texture) -> TextureRef;

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_texture_from_data_format<T: 'static>(&mut self, format: glin::texture::LoadDataFormat, data: &[T]) -> Result<TextureRef, glin::Error>;

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_image<I: glin::Image>(&mut self, img: &I) -> Result<TextureRef, glin::Error>;

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    #[cfg(feature="squish")]
    fn register_compress_image<I: glin::Image<DataType = u8>>(&mut self, img: &I) -> Result<TextureRef, glin::Error>;

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    #[cfg(feature="squish")]
    fn register_compress_named_image<I: glin::Image<DataType = u8>>(&mut self, name: &str, img: &I) -> Result<TextureRef, glin::Error>;

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_named_texture_from_data_format<T: 'static>(&mut self, name: &str, format: glin::texture::LoadDataFormat, data: &[T]) -> Result<TextureRef, glin::Error>;

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_named_image<I: glin::Image>(&mut self, name: &str, img: &I) -> Result<TextureRef, glin::Error>;

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_sampler(&mut self, sampler: Sampler) -> SamplerRef;

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_named_sampler(&mut self, name: &str, sampler: Sampler) -> SamplerRef;

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn find_named_texture(&self, name: &str) -> Option<TextureRef>;
}

impl<C: rinecs::CreationContext> CreationContext for C {
    fn add<'a, B: Builder<'a, Self>>(&'a mut self, settings: <B as Builder<'a, Self>>::Settings) -> B{
        B::new(self, settings)
    }

    fn add_model(&mut self, name: &str) -> ModelBuilder{
        ModelBuilder{
            builder: self.new_entity()
                .add(Name(name.to_string()))
                .add(Ty::Model),
            visible: true,
            added_trafo: false,
        }
    }

    fn add_empty(&mut self, name: &str) -> EmptyBuilder{
        EmptyBuilder{
            builder: self.new_entity()
                .add(Name(name.to_string()))
                .add(Ty::Empty),
            added_trafo: false,
        }
    }

    fn add_mesh<T>(&mut self, geom: Mesh<T>) -> GeometryRef
    where T: 'static + glin::VertexFormat + Send + Clone + Copy + Debug +
        Serialize + Deserialize<'static>
    {
        let registered = {
            let mut vertex_register = self.resource_mut::<renderer::DeferredVertexRegister>()
                .unwrap();
            vertex_register.deferred_register_vertex_type::<T>()
        };
        if registered {
            self.register::<Geometry<T>>();
        }

        let entity = self.new_entity()
            // .add(Submesh(geom.indices().to_vec()))
            .add(Geometry::new(geom))
            .build();

        GeometryRef(entity)
    }

    fn add_named_mesh<T>(&mut self, geom: Mesh<T>, name: &str) -> GeometryRef
    where T: 'static + glin::VertexFormat + Send + Clone + Copy + Debug +
        Serialize + Deserialize<'static>
    {
        let registered = {
            let mut vertex_register = self.resource_mut::<renderer::DeferredVertexRegister>()
                .unwrap();
            vertex_register.deferred_register_vertex_type::<T>()
        };
        if registered {
            self.register::<Geometry<T>>();
        }

        let entity = self.new_entity()
            // .add(Submesh(geom.indices().to_vec()))
            .add(Name(name.to_owned()))
            .add(Geometry::new(geom))
            .build();

        GeometryRef(entity)
    }

    fn add_directional_light<'a>(&'a mut self, name: &'a str) -> DirectionalLightBuilder<'a, Self> where Self: Sized{
        DirectionalLightBuilder::new(self, name)
    }

    fn add_spot_light<'a>(&'a mut self, name: &'a str) -> SpotLightBuilder<'a, Self> where Self: Sized{
        SpotLightBuilder::new(self, name)
    }

    fn add_point_light<'a>(&'a mut self, name: &'a str) -> PointLightBuilder<'a, Self> where Self: Sized{
        PointLightBuilder::new(self, name)
    }

    fn update_all_transformations(&mut self){
        for ((trafo, parent), _) in self.ordered_iter_for::<(WriteAndParent<Transformation>, Not<Bone>)>(){
            trafo.update_with_parent(parent.map(|t| &t.node));
        }
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn add_image_based_light<'a>(&'a mut self, name: &'a str) -> ImageBasedLightBuilder<'a, Self> where Self: Sized{
        ImageBasedLightBuilder::new(self, name)
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_material<M: Material + 'static>(&mut self, name: &str, material: M) -> MaterialRef{
        self.resource_mut::<MaterialPool>().unwrap()
            .register_material(name, material)
    }

    #[cfg(not(any(feature="gl", feature="gles", feature="webgl")))]
    fn register_material<M: Material + 'static>(&mut self, name: &str, material: M) -> MaterialRef{
        unimplemented!()
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn find_material(&self, name: &str) -> Option<MaterialRef>{
        self.resource_mut::<MaterialPool>().unwrap()
            .find_material(name)
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_texture(&mut self, texture: glin::Texture) -> TextureRef{
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_texture(texture)
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_texture_from_data_format<T: 'static>(&mut self, format: glin::texture::LoadDataFormat, data: &[T]) -> Result<TextureRef, glin::Error>{
        //TODO: move renderer into ResourcesPool?
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_texture_from_data_format(format, data, renderer.context())
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_image<I: glin::Image>(&mut self, img: &I) -> Result<TextureRef, glin::Error>{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_image(img, renderer.context())
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    #[cfg(feature="squish")]
    fn register_compress_image<I: glin::Image<DataType = u8>>(&mut self, img: &I) -> Result<TextureRef, glin::Error>{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_compress_image(img, renderer.context())
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    #[cfg(feature="squish")]
    fn register_compress_named_image<I: glin::Image<DataType = u8>>(&mut self, name: &str, img: &I) -> Result<TextureRef, glin::Error>{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_compress_named_image(name, img, renderer.context())
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_named_texture_from_data_format<T: 'static>(&mut self, name: &str, format: glin::texture::LoadDataFormat, data: &[T]) -> Result<TextureRef, glin::Error>{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_named_texture_from_data_format(name, format, data, renderer.context())
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_named_image<I: glin::Image>(&mut self, name: &str, img: &I) -> Result<TextureRef, glin::Error>{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_named_image(name, img, renderer.context())
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_sampler(&mut self, sampler: Sampler) -> SamplerRef{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_sampler(sampler, renderer.context())
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn register_named_sampler(&mut self, name: &str, sampler: Sampler) -> SamplerRef{
        let renderer = self.resource::<gl::Renderer<'static>>().unwrap();
        self.resource_mut::<TexturesPool>().unwrap()
            .insert_named_sampler(name, sampler, renderer.context())
    }

    #[cfg(any(feature="gl", feature="gles", feature="webgl"))]
    fn find_named_texture(&self, name: &str) -> Option<TextureRef>{
        self.resource_mut::<TexturesPool>().unwrap()
            .find_named_texture(name)
    }
}

impl rinecs::CreationContext for Scene{
    fn iter_for<'e, S: rinecs::UnorderedDataLocal<'e> + 'e>(&'e self) -> <S as rinecs::UnorderedDataLocal<'e>>::Iter{
        self.world.iter_for::<S>()
    }

    fn ordered_iter_for<'e, S: rinecs::OrderedDataLocal<'e> + 'e>(&'e self) -> <S as rinecs::OrderedDataLocal<'e>>::Iter{
        self.world.ordered_iter_for::<S>()
    }

    fn iter_for_entities<'e, S, E>(&'e self, entities: E) -> <S as rinecs::EntitiesDataLocal<'e, E>>::Iter
        where S: rinecs::UnorderedDataLocal<'e> + 'e,
              E: IntoIterator<Item = Entity>
    {
        self.world.iter_for_entities::<S,E>(entities)
    }

    fn entity_components<'e, S>(&'e self, entity: &Entity) -> Option<<S as rinecs::EntitiesComponentsLocal<'e>>::Components>
        where S: rinecs::UnorderedDataLocal<'e> + 'e,
    {
        self.world.entity_components::<S>(entity)
    }

    fn component_for<C: rinecs::Component>(&self, entity: &Entity) -> Option<rinecs::Ptr<C>> {
        self.world.component_for::<C>(entity)
    }

    fn component_for_mut<C: rinecs::Component>(&self, entity: &Entity) -> Option<rinecs::PtrMut<C>> {
        self.world.component_for_mut::<C>(entity)
    }

    fn tree_node_for<'e, C: rinecs::Component>(&'e self, entity: &Entity) -> Option<rinecs::NodePtr<'e, C>>
        where <C as rinecs::Component>::Storage: rinecs::HierarchicalStorage<'e, C>
    {
        self.world.tree_node_for::<C>(entity)
    }

    fn tree_node_for_mut<'e, C: rinecs::Component>(&'e self, entity: &Entity) -> Option<rinecs::NodePtrMut<'e, C>>
        where <C as rinecs::Component>::Storage: rinecs::HierarchicalStorage<'e, C>
    {
        self.world.tree_node_for_mut::<C>(entity)
    }

    fn new_entity(&mut self) -> rinecs::EntityBuilder{
        self.world.new_entity()
    }

    fn add_component_to<C: ComponentSend>(&mut self, entity: &Entity, component: C){
        self.world.add_component_to(entity, component)
    }

    fn add_component_to_thread_local<C: ComponentThreadLocal>(&mut self, entity: &Entity, component: C){
        self.world.add_component_to_thread_local(entity, component)
    }

    fn add_slice_component_to<C, I>(&mut self, entity: &Entity, component: I)
        where C: OneToNComponentSend,
              for<'b> <C as rinecs::Component>::Storage: rinecs::OneToNStorage<'b, C>,
              I: IntoIterator<Item = C>
    {
        self.world.add_slice_component_to(entity, component)
    }

    fn add_slice_component_to_thread_local<C, I>(&mut self, entity: &Entity, component: I)
        where C: OneToNComponentThreadLocal,
              for<'b> <C as rinecs::Component>::Storage: rinecs::OneToNStorage<'b, C>,
              I: IntoIterator<Item = C>
    {
        self.world.add_slice_component_to_thread_local(entity, component)
    }

    fn remove_component_from<C: rinecs::Component>(&mut self, entity: &rinecs::Entity){
        self.world.remove_component_from::<C>(entity)
    }

    fn remove_entity(&mut self, entity: &rinecs::Entity){
        self.world.remove_entity(entity)
    }

    fn resource<T: 'static>(&self) -> Option<RwLockReadGuard<T>>{
        self.world.resource::<T>()
    }

    fn resource_mut<T: 'static>(&self) -> Option<RwLockWriteGuard<T>>{
        self.world.resource_mut::<T>()
    }

    fn add_resource<T: 'static + Send>(&mut self, resource: T){
        self.world.add_resource(resource)
    }

    fn add_resource_thread_local<T: 'static>(&mut self, resource: T){
        self.world.add_resource_thread_local(resource)
    }

    fn remove_resource<T: 'static>(&mut self) -> Option<T>{
        self.world.remove_resource::<T>()
    }

    fn register<'e, T: ComponentSend>(&'e mut self)
    where <<T as Component>::Storage as rinecs::Storage<'e, T>>::Get: rinecs::DebugParameter{
        self.world.register::<T>()
    }

    fn register_thread_local<'e, T: ComponentThreadLocal>(&'e mut self)
    where <<T as Component>::Storage as rinecs::Storage<'e, T>>::Get: rinecs::DebugParameter{
        self.world.register_thread_local::<T>()
    }
}