
# Objective - Fix an inconsistency in the calculation of aspect ratio's. - Fixes #10288 ## Solution - Created an intermediate `AspectRatio` struct, as suggested in the issue. This is currently just used in any places where aspect ratio calculations happen, to prevent doing it wrong. In my and @mamekoro 's opinion, it would be better if this was used instead of a normal `f32` in various places, but I didn't want to make too many changes to begin with. ## Migration Guide - Anywhere where you are currently expecting a f32 when getting aspect ratios, you will now receive a `AspectRatio` struct. this still holds the same value. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
36 lines
957 B
Rust
36 lines
957 B
Rust
//! Provides math types and functionality for the Bevy game engine.
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//!
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//! The commonly used types are vectors like [`Vec2`] and [`Vec3`],
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//! matrices like [`Mat2`], [`Mat3`] and [`Mat4`] and orientation representations
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//! like [`Quat`].
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#![warn(missing_docs)]
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mod affine3;
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mod aspect_ratio;
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pub mod cubic_splines;
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pub mod primitives;
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mod ray;
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mod rects;
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pub use affine3::*;
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pub use aspect_ratio::AspectRatio;
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pub use ray::{Ray2d, Ray3d};
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pub use rects::*;
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/// The `bevy_math` prelude.
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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cubic_splines::{
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CubicBSpline, CubicBezier, CubicCardinalSpline, CubicGenerator, CubicHermite,
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CubicSegment,
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},
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primitives, BVec2, BVec3, BVec4, EulerRot, IRect, IVec2, IVec3, IVec4, Mat2, Mat3, Mat4,
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Quat, Ray2d, Ray3d, Rect, URect, UVec2, UVec3, UVec4, Vec2, Vec2Swizzles, Vec3,
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Vec3Swizzles, Vec4, Vec4Swizzles,
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};
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}
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pub use glam::*;
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