
# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
202 lines
4.7 KiB
Rust
202 lines
4.7 KiB
Rust
//! 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 a11y {
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//! Integrate with platform accessibility APIs.
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pub use bevy_a11y::*;
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}
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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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#[cfg(feature = "bevy_asset")]
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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.
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pub use bevy_core::*;
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}
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#[cfg(feature = "bevy_color")]
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pub mod color {
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//! Shared color types and operations.
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pub use bevy_color::*;
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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 ptr {
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//! Utilities for working with untyped pointers in a more safe way.
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pub use bevy_ptr::*;
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}
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pub mod reflect {
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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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}
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#[cfg(feature = "bevy_scene")]
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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 time {
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//! Contains time utilities.
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pub use bevy_time::*;
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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_animation")]
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pub mod animation {
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//! Provides types and plugins for animations.
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pub use bevy_animation::*;
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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`](renderer::RenderDevice::features),
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//! [`RenderDevice::limits`](renderer::RenderDevice::limits), and the
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//! [`RenderAdapterInfo`](renderer::RenderAdapterInfo) 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_gizmos")]
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pub mod gizmos {
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//! Immediate mode drawing api for visual debugging.
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//!
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//! # Example
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//! ```
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//! # use bevy_gizmos::prelude::*;
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//! # use bevy_render::prelude::*;
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//! # use bevy_math::prelude::*;
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//! # use bevy_color::palettes::basic::GREEN;
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//! fn system(mut gizmos: Gizmos) {
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//! gizmos.line(Vec3::ZERO, Vec3::X, GREEN);
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//! }
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//! # bevy_ecs::system::assert_is_system(system);
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//! ```
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//!
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//! See the documentation on [`Gizmos`](gizmos::Gizmos) for more examples.
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pub use bevy_gizmos::*;
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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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