bevy/crates/bevy_internal/src/lib.rs
Robert Swain ae4f809a52 Port bevy_gltf to pipelined-rendering (#2537)
# Objective

Port bevy_gltf to the pipelined-rendering branch.

## Solution

crates/bevy_gltf has been copied and pasted into pipelined/bevy_gltf2 and modifications were made to work with the pipelined-rendering branch. Notably vertex tangents and vertex colours are not supported.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-07-30 03:37:34 +00:00

174 lines
3.6 KiB
Rust

/// `use bevy::prelude::*;` to import common components, bundles, and plugins.
pub mod prelude;
mod default_plugins;
pub use default_plugins::*;
pub mod app {
//! Build bevy apps, create plugins, and read events.
pub use bevy_app::*;
}
pub mod asset {
//! Load and store assets and resources for Apps.
pub use bevy_asset::*;
}
pub mod core {
//! Contains core plugins and utilities for time.
pub use bevy_core::*;
}
pub mod diagnostic {
//! Useful diagnostic plugins and types for bevy apps.
pub use bevy_diagnostic::*;
}
pub mod ecs {
//! Bevy's entity-component-system.
pub use bevy_ecs::*;
}
pub mod input {
//! Resources and events for inputs, e.g. mouse/keyboard, touch, gamepads, etc.
pub use bevy_input::*;
}
pub mod log {
//! Logging capabilities
pub use bevy_log::*;
}
pub mod math {
//! Math types (Vec3, Mat4, Quat, etc) and helpers.
pub use bevy_math::*;
}
pub mod reflect {
// TODO: remove these renames once TypeRegistryArc is no longer required
//! Type reflection used for dynamically interacting with rust types.
pub use bevy_reflect::{
TypeRegistry as TypeRegistryInternal, TypeRegistryArc as TypeRegistry, *,
};
}
pub mod scene {
//! Save/load collections of entities and components to/from file.
pub use bevy_scene::*;
}
pub mod tasks {
//! Pools for async, IO, and compute tasks.
pub use bevy_tasks::*;
}
pub mod transform {
//! Local and global transforms (e.g. translation, scale, rotation).
pub use bevy_transform::*;
}
pub mod utils {
pub use bevy_utils::*;
}
pub mod window {
//! Configuration, creation, and management of one or more windows.
pub use bevy_window::*;
}
#[cfg(feature = "bevy_audio")]
pub mod audio {
//! Provides types and plugins for audio playback.
pub use bevy_audio::*;
}
#[cfg(feature = "bevy_core_pipeline")]
pub mod core_pipeline {
//! Core render pipeline.
pub use bevy_core_pipeline::*;
}
#[cfg(feature = "bevy_gilrs")]
pub mod gilrs {
pub use bevy_gilrs::*;
}
#[cfg(feature = "bevy_gltf")]
pub mod gltf {
//! Support for GLTF file loading.
pub use bevy_gltf::*;
}
#[cfg(feature = "bevy_gltf2")]
pub mod gltf2 {
//! Support for GLTF file loading.
pub use bevy_gltf2::*;
}
#[cfg(feature = "bevy_pbr")]
pub mod pbr {
//! Physically based rendering.
pub use bevy_pbr::*;
}
#[cfg(feature = "bevy_pbr2")]
pub mod pbr2 {
//! Physically based rendering.
pub use bevy_pbr2::*;
}
#[cfg(feature = "bevy_render")]
pub mod render {
//! Cameras, meshes, textures, shaders, and pipelines.
pub use bevy_render::*;
}
#[cfg(feature = "bevy_render2")]
pub mod render2 {
//! Cameras, meshes, textures, shaders, and pipelines.
pub use bevy_render2::*;
}
#[cfg(feature = "bevy_sprite")]
pub mod sprite {
//! Items for sprites, rects, texture atlases, etc.
pub use bevy_sprite::*;
}
#[cfg(feature = "bevy_sprite2")]
pub mod sprite2 {
//! Items for sprites, rects, texture atlases, etc.
pub use bevy_sprite2::*;
}
#[cfg(feature = "bevy_text")]
pub mod text {
//! Text drawing, styling, and font assets.
pub use bevy_text::*;
}
#[cfg(feature = "bevy_ui")]
pub mod ui {
//! User interface components and widgets.
pub use bevy_ui::*;
}
#[cfg(feature = "bevy_winit")]
pub mod winit {
pub use bevy_winit::*;
}
#[cfg(feature = "bevy_wgpu")]
pub mod wgpu {
//! A render backend utilizing [wgpu](https://wgpu.rs/).
pub use bevy_wgpu::*;
}
#[cfg(feature = "bevy_dynamic_plugin")]
pub mod dynamic_plugin {
pub use bevy_dynamic_plugin::*;
}
#[cfg(target_os = "android")]
pub use ndk_glue;