bevy/crates/bevy_math/src/lib.rs
Olle Lukowski 6b9cd57956
Introduce AspectRatio struct (#10368)
# 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>
2023-12-17 02:01:26 +00:00

36 lines
957 B
Rust

//! Provides math types and functionality for the Bevy game engine.
//!
//! The commonly used types are vectors like [`Vec2`] and [`Vec3`],
//! matrices like [`Mat2`], [`Mat3`] and [`Mat4`] and orientation representations
//! like [`Quat`].
#![warn(missing_docs)]
mod affine3;
mod aspect_ratio;
pub mod cubic_splines;
pub mod primitives;
mod ray;
mod rects;
pub use affine3::*;
pub use aspect_ratio::AspectRatio;
pub use ray::{Ray2d, Ray3d};
pub use rects::*;
/// The `bevy_math` prelude.
pub mod prelude {
#[doc(hidden)]
pub use crate::{
cubic_splines::{
CubicBSpline, CubicBezier, CubicCardinalSpline, CubicGenerator, CubicHermite,
CubicSegment,
},
primitives, BVec2, BVec3, BVec4, EulerRot, IRect, IVec2, IVec3, IVec4, Mat2, Mat3, Mat4,
Quat, Ray2d, Ray3d, Rect, URect, UVec2, UVec3, UVec4, Vec2, Vec2Swizzles, Vec3,
Vec3Swizzles, Vec4, Vec4Swizzles,
};
}
pub use glam::*;