bevy/crates/bevy_math/src/lib.rs
Ame 7154b59438
Return URect instead of (UVec2, UVec2) in Camera::physical_viewport_rect (#9085)
# Objective

Continue #7867 now that we have URect #7984
- Return `URect` instead of `(UVec2, UVec2)` in
`Camera::physical_viewport_rect`
 - Add `URect` and `IRect` to prelude

## Changelog

- Changed `Camera::physical_viewport_rect` return type from `(UVec2,
UVec2)` to `URect`
- `URect` and `IRect` were added to prelude

## Migration Guide

Before:

```rust
fn view_physical_camera_rect(camera_query: Query<&Camera>) {
    let camera = camera_query.single();
    let Some((min, max)) = camera.physical_viewport_rect() else { return };
    dbg!(min, max);
}
```

After:

```rust
fn view_physical_camera_rect(camera_query: Query<&Camera>) {
    let camera = camera_query.single();
    let Some(URect { min, max }) = camera.physical_viewport_rect() else { return };
    dbg!(min, max);
}
```
2023-07-15 21:25:22 +00:00

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Rust

//! 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`].
#![allow(clippy::type_complexity)]
#![warn(missing_docs)]
pub mod cubic_splines;
mod ray;
mod rects;
pub use ray::Ray;
pub use rects::*;
/// The `bevy_math` prelude.
pub mod prelude {
#[doc(hidden)]
pub use crate::{
cubic_splines::{BSpline, Bezier, CardinalSpline, CubicGenerator, CubicSegment, Hermite},
BVec2, BVec3, BVec4, EulerRot, IRect, IVec2, IVec3, IVec4, Mat2, Mat3, Mat4, Quat, Ray,
Rect, URect, UVec2, UVec3, UVec4, Vec2, Vec3, Vec4,
};
}
pub use glam::*;