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https://github.com/bevyengine/bevy
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7154b59438
# 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); } ```
27 lines
749 B
Rust
27 lines
749 B
Rust
//! Provides math types and functionality for the Bevy game engine.
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//!
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//! The commonly used types are vectors like [`Vec2`] and [`Vec3`],
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//! matrices like [`Mat2`], [`Mat3`] and [`Mat4`] and orientation representations
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//! like [`Quat`].
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#![allow(clippy::type_complexity)]
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#![warn(missing_docs)]
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pub mod cubic_splines;
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mod ray;
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mod rects;
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pub use ray::Ray;
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pub use rects::*;
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/// The `bevy_math` prelude.
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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cubic_splines::{BSpline, Bezier, CardinalSpline, CubicGenerator, CubicSegment, Hermite},
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BVec2, BVec3, BVec4, EulerRot, IRect, IVec2, IVec3, IVec4, Mat2, Mat3, Mat4, Quat, Ray,
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Rect, URect, UVec2, UVec3, UVec4, Vec2, Vec3, Vec4,
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};
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}
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pub use glam::*;
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