
# Objective Glam has some common and useful types and helpers that are not in the prelude of `bevy_math`. This includes shorthand constructors like `vec3`, or even `Vec3A`, the aligned version of `Vec3`. ```rust // The "normal" way to create a 3D vector let vec = Vec3::new(2.0, 1.0, -3.0); // Shorthand version let vec = vec3(2.0, 1.0, -3.0); ``` ## Solution Add the following types and methods to the prelude: - `vec2`, `vec3`, `vec3a`, `vec4` - `uvec2`, `uvec3`, `uvec4` - `ivec2`, `ivec3`, `ivec4` - `bvec2`, `bvec3`, `bvec3a`, `bvec4`, `bvec4a` - `mat2`, `mat3`, `mat3a`, `mat4` - `quat` (not sure if anyone uses this, but for consistency) - `Vec3A` - `BVec3A`, `BVec4A` - `Mat3A` I did not add the u16, i16, or f64 variants like `dvec2`, since there are currently no existing types like those in the prelude. The shorthand constructors are currently used a lot in some places in Bevy, and not at all in others. In a follow-up, we might want to consider if we have a preference for the shorthand, and make a PR to change the codebase to use it more consistently.
86 lines
2.4 KiB
Rust
86 lines
2.4 KiB
Rust
#![forbid(unsafe_code)]
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#![allow(internal_features)]
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#![cfg_attr(any(docsrs, docsrs_dep), feature(rustdoc_internals))]
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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//! 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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mod affine3;
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mod aspect_ratio;
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pub mod bounding;
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pub mod common_traits;
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mod compass;
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pub mod cubic_splines;
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mod direction;
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mod float_ord;
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mod isometry;
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pub mod ops;
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pub mod primitives;
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mod ray;
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mod rects;
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mod rotation2d;
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#[cfg(feature = "curve")]
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pub mod curve;
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#[cfg(feature = "rand")]
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pub mod sampling;
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pub use affine3::*;
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pub use aspect_ratio::AspectRatio;
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pub use common_traits::*;
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pub use compass::{CompassOctant, CompassQuadrant};
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pub use direction::*;
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pub use float_ord::*;
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pub use isometry::{Isometry2d, Isometry3d};
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pub use ops::FloatPow;
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pub use ray::{Ray2d, Ray3d};
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pub use rects::*;
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pub use rotation2d::Rot2;
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#[cfg(feature = "curve")]
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pub use curve::Curve;
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#[cfg(feature = "rand")]
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pub use sampling::{FromRng, ShapeSample};
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/// The math prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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bvec2, bvec3, bvec3a, bvec4, bvec4a,
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cubic_splines::{
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CubicBSpline, CubicBezier, CubicCardinalSpline, CubicCurve, CubicGenerator,
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CubicHermite, CubicNurbs, CubicNurbsError, CubicSegment, CyclicCubicGenerator,
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RationalCurve, RationalGenerator, RationalSegment,
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},
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direction::{Dir2, Dir3, Dir3A},
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ivec2, ivec3, ivec4, mat2, mat3, mat3a, mat4, ops,
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primitives::*,
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quat, uvec2, uvec3, uvec4, vec2, vec3, vec3a, vec4, BVec2, BVec3, BVec3A, BVec4, BVec4A,
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EulerRot, FloatExt, IRect, IVec2, IVec3, IVec4, Isometry2d, Isometry3d, Mat2, Mat3, Mat3A,
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Mat4, Quat, Ray2d, Ray3d, Rect, Rot2, StableInterpolate, URect, UVec2, UVec3, UVec4, Vec2,
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Vec2Swizzles, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles,
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};
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#[doc(hidden)]
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#[cfg(feature = "curve")]
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pub use crate::curve::*;
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#[doc(hidden)]
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#[cfg(feature = "rand")]
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pub use crate::sampling::{FromRng, ShapeSample};
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}
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pub use glam::*;
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