#[cfg(feature = "asset")] pub use crate::asset::{Asset, AssetStorage, Handle}; #[cfg(feature = "core")] pub use crate::core::{ time::Time, transform::{CommandBufferBuilderSource, WorldBuilder, WorldBuilderSource}, }; #[cfg(feature = "derive")] pub use crate::derive::*; #[cfg(feature = "diagnostic")] pub use crate::diagnostic::DiagnosticsPlugin; #[cfg(feature = "pbr")] pub use crate::pbr::{material::StandardMaterial, light::Light, entity::*}; #[cfg(feature = "render")] pub use crate::render::{ entity::*, mesh::{Mesh, shape}, pipeline::PipelineDescriptor, draw_target, render_graph::{RenderGraph, nodes::{UniformNode, AssetUniformNode, PassNode, WindowSwapChainNode, WindowTextureNode, Camera2dNode, CameraNode}}, render_resource::{resource_name, AssetBatchers}, shader::{Shader, ShaderDefSuffixProvider, ShaderStage, ShaderStages}, texture::{Texture, TextureType}, ActiveCamera, ActiveCamera2d, Camera, CameraType, Color, ColorSource, Renderable, }; #[cfg(feature = "transform")] pub use crate::transform::prelude::*; #[cfg(feature = "ui")] pub use crate::ui::{entity::*, Anchors, Margins, Node}; #[cfg(feature = "window")] pub use crate::window::{Window, WindowDescriptor, WindowPlugin, Windows}; pub use crate::{ app::{ stage, App, AppBuilder, AppPlugin, EntityArchetype, EventReader, Events, GetEventReader, }, math::{self, Mat3, Mat4, Quat, Vec2, Vec3, Vec4}, AddDefaultPlugins, }; pub use legion::{ command::CommandBuffer, entity::Entity, event::Event as LegionEvent, filter::filter_fns::*, query::{IntoQuery, Query, Read, Tagged, TryRead, TryWrite, Write}, systems::{ bit_set::BitSet, resource::{ResourceSet, Resources}, schedule::{Executor, Runnable, Schedulable, Schedule}, SubWorld, System, SystemBuilder, }, world::{Universe, World}, };