pub mod art_direction;
pub mod asset_import;
pub mod assets;
pub mod core;
pub mod demo;
pub mod cli;
#[cfg(feature = "editor")]
pub mod editor;
pub mod engine;
pub mod geometry;
pub mod input;
pub mod project;
#[cfg(feature = "window")]
pub mod project_runner;
pub mod reflect;
pub mod rendering;
pub mod runtime;
pub mod scenario;
pub mod scene_patch;
pub mod schema;
#[cfg(test)]
pub mod tests;
pub use assets::{
spawn_gltf_nodes, spawn_gltf_nodes_in_world, AlphaMode, AssetPlugin,
AssetServer, Handle, ImportedGltfLight, ImportedGltfNode,
ImportedGltfPrimitive, MaterialAsset, MaterialModel, MeshAsset,
PrimitiveShape, SceneAsset, TextureAsset, TextureFilter, TextureSampler,
TextureWrap,
};
pub use core::collisions::CollisionType;
pub use core::{Material, MaterialBuilder, Physics, Transform};
#[cfg(feature = "editor")]
pub use editor::EditorPlugin;
#[cfg(feature = "ui")]
pub use egui;
pub use engine::{Engine, PerspectiveCamera};
pub use geometry::Mesh;
pub use rendering::compute_profile::ComputeShaderType;
pub use runtime::{
App, EngineBuilder, GpuCondition, GpuEventMode, GpuEventPayload,
GpuPhysicsClassWatches, GpuPhysicsEvent, GpuPhysicsRule, GpuPhysicsWatch,
HybridPhysicsPlugin, ObjectClasses, PhysicsId, Plugin, RenderSettings,
};
#[cfg(feature = "window")]
pub mod prelude {
pub use crate::project_runner::{
CubeSpawn, GameObject, GameResult, GameScene, GpuBodySettings,
SphereSpawn,
};
pub use crate::runtime::{
FrameTime, GpuCondition, GpuEventMode, GpuEventPayload,
GpuPhysicsEvent, GpuPhysicsRule, GpuPhysicsWatch, ObjectClasses,
PhysicsSolver,
};
pub use crate::rusting_game;
pub use crate::Transform;
pub use crate::{AlphaMode, MaterialAsset, MaterialModel};
}