
# Objective - Hierarchy tools are not just used for `Transform`: they are also used for scenes. - In the future there's interest in using them for other features, such as visiibility inheritance. - The fact that these tools are found in `bevy_transform` causes a great deal of user and developer confusion - Fixes #2758. ## Solution - Split `bevy_transform` into two! - Make everything work again. Note that this is a very tightly scoped PR: I *know* there are code quality and docs issues that existed in bevy_transform that I've just moved around. We should fix those in a seperate PR and try to merge this ASAP to reduce the bitrot involved in splitting an entire crate. ## Frustrations The API around `GlobalTransform` is a mess: we have massive code and docs duplication, no link between the two types and no clear way to extend this to other forms of inheritance. In the medium-term, I feel pretty strongly that `GlobalTransform` should be replaced by something like `Inherited<Transform>`, which lives in `bevy_hierarchy`: - avoids code duplication - makes the inheritance pattern extensible - links the types at the type-level - allows us to remove all references to inheritance from `bevy_transform`, making it more useful as a standalone crate and cleaning up its docs ## Additional context - double-blessed by @cart in https://github.com/bevyengine/bevy/issues/4141#issuecomment-1063592414 and https://github.com/bevyengine/bevy/issues/2758#issuecomment-913810963 - preparation for more advanced / cleaner hierarchy tools: go read https://github.com/bevyengine/rfcs/pull/53 ! - originally attempted by @finegeometer in #2789. It was a great idea, just needed more discussion! Co-authored-by: Carter Anderson <mcanders1@gmail.com>
160 lines
3.8 KiB
Rust
160 lines
3.8 KiB
Rust
#![warn(missing_docs)]
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//! This module is separated into its own crate to enable simple dynamic linking for Bevy, and should not be used directly
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/// `use bevy::prelude::*;` to import common components, bundles, and plugins.
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pub mod prelude;
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mod default_plugins;
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pub use default_plugins::*;
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pub mod app {
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//! Build bevy apps, create plugins, and read events.
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pub use bevy_app::*;
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}
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pub mod asset {
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//! Load and store assets and resources for Apps.
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pub use bevy_asset::*;
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}
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pub mod core {
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//! Contains core plugins and utilities for time.
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pub use bevy_core::*;
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}
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pub mod diagnostic {
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//! Useful diagnostic plugins and types for bevy apps.
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pub use bevy_diagnostic::*;
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}
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pub mod ecs {
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//! Bevy's entity-component-system.
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pub use bevy_ecs::*;
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}
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pub mod input {
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//! Resources and events for inputs, e.g. mouse/keyboard, touch, gamepads, etc.
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pub use bevy_input::*;
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}
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pub mod log {
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//! Logging capabilities
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pub use bevy_log::*;
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}
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pub mod math {
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//! Math types (Vec3, Mat4, Quat, etc) and helpers.
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pub use bevy_math::*;
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}
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pub mod reflect {
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// TODO: remove these renames once TypeRegistryArc is no longer required
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//! Type reflection used for dynamically interacting with rust types.
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pub use bevy_reflect::{
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TypeRegistry as TypeRegistryInternal, TypeRegistryArc as TypeRegistry, *,
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};
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}
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pub mod scene {
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//! Save/load collections of entities and components to/from file.
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pub use bevy_scene::*;
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}
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pub mod tasks {
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//! Pools for async, IO, and compute tasks.
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pub use bevy_tasks::*;
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}
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pub mod hierarchy {
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//! Entity hierarchies and property inheritance
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pub use bevy_hierarchy::*;
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}
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pub mod transform {
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//! Local and global transforms (e.g. translation, scale, rotation).
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pub use bevy_transform::*;
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}
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pub mod utils {
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//! Various miscellaneous utilities for easing development
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pub use bevy_utils::*;
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}
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pub mod window {
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//! Configuration, creation, and management of one or more windows.
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pub use bevy_window::*;
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}
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#[cfg(feature = "bevy_audio")]
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pub mod audio {
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//! Provides types and plugins for audio playback.
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pub use bevy_audio::*;
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}
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#[cfg(feature = "bevy_core_pipeline")]
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pub mod core_pipeline {
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//! Core render pipeline.
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pub use bevy_core_pipeline::*;
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}
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#[cfg(feature = "bevy_gilrs")]
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pub mod gilrs {
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//! Bevy interface with `GilRs` - "Game Input Library for Rust" - to handle gamepad inputs.
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pub use bevy_gilrs::*;
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}
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#[cfg(feature = "bevy_gltf")]
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pub mod gltf {
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//! Support for GLTF file loading.
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pub use bevy_gltf::*;
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}
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#[cfg(feature = "bevy_pbr")]
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pub mod pbr {
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//! Physically based rendering.
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pub use bevy_pbr::*;
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}
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#[cfg(feature = "bevy_render")]
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pub mod render {
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//! Cameras, meshes, textures, shaders, and pipelines.
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//! Use [`RenderDevice::features`](bevy_render::renderer::RenderDevice::features),
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//! [`RenderDevice::limits`](bevy_render::renderer::RenderDevice::limits), and the
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//! [`WgpuAdapterInfo`](bevy_render::render_resource::WgpuAdapterInfo) resource to
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//! get runtime information about the actual adapter, backend, features, and limits.
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pub use bevy_render::*;
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}
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#[cfg(feature = "bevy_sprite")]
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pub mod sprite {
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//! Items for sprites, rects, texture atlases, etc.
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pub use bevy_sprite::*;
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}
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#[cfg(feature = "bevy_text")]
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pub mod text {
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//! Text drawing, styling, and font assets.
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pub use bevy_text::*;
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}
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#[cfg(feature = "bevy_ui")]
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pub mod ui {
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//! User interface components and widgets.
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pub use bevy_ui::*;
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}
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#[cfg(feature = "bevy_winit")]
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pub mod winit {
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//! Window creation, configuration, and handling
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pub use bevy_winit::*;
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}
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#[cfg(feature = "bevy_dynamic_plugin")]
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pub mod dynamic_plugin {
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//! Dynamic linking of plugins
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pub use bevy_dynamic_plugin::*;
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}
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#[cfg(target_os = "android")]
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pub use ndk_glue;
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