#[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::{entity::*, light::Light, material::StandardMaterial}; #[cfg(feature = "render")] pub use crate::render::{ draw_target, entity::*, mesh::{shape, Mesh}, pipeline::PipelineDescriptor, render_graph::{ nodes::{ AssetUniformNode, Camera2dNode, CameraNode, PassNode, UniformNode, WindowSwapChainNode, WindowTextureNode, }, RenderGraph, }, render_resource::resource_name, batch::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, borrow::{Ref, RefMut}, entity::Entity, event::Event as LegionEvent, filter::filter_fns::*, query::{IntoQuery, Query, Read, Tagged, TryRead, TryWrite, Write}, systems::{ bit_set::BitSet, resource::{ResourceSet, Resources, PreparedRead as Resource, PreparedWrite as ResourceMut}, schedule::{Executor, Runnable, Schedulable, Schedule}, SubWorld, System, SystemBuilder, into_system }, world::{Universe, World}, };