bevy_elements 0.1.0

Living environments for Bevy: sun, moon and stars, climate-driven weather, GPU wind, volumetric clouds, rain, snow and fog, lightning, terrain with hydraulic and thermal erosion, flooding, snow cover, wetness and dust — simulated in compute shaders.
Documentation
#![doc = include_str!("../README.md")]
#![forbid(unsafe_code)]

mod celestial;
mod climate;
#[cfg(feature = "flora")]
mod flora;
mod fog;
mod gpu;
mod plugin;
mod query;
mod wind;

// Plugin group, system sets, camera, quality.
pub use plugin::{ElementsCamera, ElementsPlugins, ElementsQuality, ElementsSystems};

// Readback cadence.
pub use gpu::readback::ElementsReadback;

// Gameplay queries.
pub use query::{Environment, EnvironmentSnapshot};

// Celestial: clock, location, sun, moon, exposure; `astro` holds the ephemeris functions.
pub use celestial::{
    CelestialPlugin, CivilDate, GeoLocation, Moon, Sun, SunState, WorldClock, astro,
};

// Climate, seasons, weather.
pub use climate::{
    Climate, ClimatePlugin, LAPSE_RATE_C_PER_M, Season, SeasonChanged, SeasonState,
    SurfaceWeathering, Weather, WeatherChanged, WeatherDirector, WeatherPreset,
};

// Wind.
pub use wind::{
    MAX_GUSTS, WIND_CELL_M, WIND_ROUGHNESS_M, WindFieldParams, WindGust, WindPlugin, WindState,
    log_wind_speed,
};

// Fog.
pub use fog::{
    FogPlugin, GROUND_FOG_EXTENT, GROUND_FOG_TEXELS, GroundFog, KOSCHMIEDER, distance_fog_falloff,
    extinction_for_visibility, fog_hue, volume_light_compensation,
};

// `bevy_flora` integration.
#[cfg(feature = "flora")]
pub use flora::{ElementsFloraPlugin, FLORA_FULL_WIND_MS};