bevy/crates/bevy_math/src/lib.rs
Joona Aalto 3ada15ee1c
Add more Glam types and constructors to prelude (#16261)
# 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.
2024-11-11 18:47:16 +00:00

86 lines
2.4 KiB
Rust

#![forbid(unsafe_code)]
#![allow(internal_features)]
#![cfg_attr(any(docsrs, docsrs_dep), feature(rustdoc_internals))]
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! 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`].
mod affine3;
mod aspect_ratio;
pub mod bounding;
pub mod common_traits;
mod compass;
pub mod cubic_splines;
mod direction;
mod float_ord;
mod isometry;
pub mod ops;
pub mod primitives;
mod ray;
mod rects;
mod rotation2d;
#[cfg(feature = "curve")]
pub mod curve;
#[cfg(feature = "rand")]
pub mod sampling;
pub use affine3::*;
pub use aspect_ratio::AspectRatio;
pub use common_traits::*;
pub use compass::{CompassOctant, CompassQuadrant};
pub use direction::*;
pub use float_ord::*;
pub use isometry::{Isometry2d, Isometry3d};
pub use ops::FloatPow;
pub use ray::{Ray2d, Ray3d};
pub use rects::*;
pub use rotation2d::Rot2;
#[cfg(feature = "curve")]
pub use curve::Curve;
#[cfg(feature = "rand")]
pub use sampling::{FromRng, ShapeSample};
/// The math prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[doc(hidden)]
pub use crate::{
bvec2, bvec3, bvec3a, bvec4, bvec4a,
cubic_splines::{
CubicBSpline, CubicBezier, CubicCardinalSpline, CubicCurve, CubicGenerator,
CubicHermite, CubicNurbs, CubicNurbsError, CubicSegment, CyclicCubicGenerator,
RationalCurve, RationalGenerator, RationalSegment,
},
direction::{Dir2, Dir3, Dir3A},
ivec2, ivec3, ivec4, mat2, mat3, mat3a, mat4, ops,
primitives::*,
quat, uvec2, uvec3, uvec4, vec2, vec3, vec3a, vec4, BVec2, BVec3, BVec3A, BVec4, BVec4A,
EulerRot, FloatExt, IRect, IVec2, IVec3, IVec4, Isometry2d, Isometry3d, Mat2, Mat3, Mat3A,
Mat4, Quat, Ray2d, Ray3d, Rect, Rot2, StableInterpolate, URect, UVec2, UVec3, UVec4, Vec2,
Vec2Swizzles, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles,
};
#[doc(hidden)]
#[cfg(feature = "curve")]
pub use crate::curve::*;
#[doc(hidden)]
#[cfg(feature = "rand")]
pub use crate::sampling::{FromRng, ShapeSample};
}
pub use glam::*;