pub mod assets;
pub mod core;
pub mod demo;
#[cfg(feature = "editor")]
pub mod editor;
pub mod engine;
pub mod geometry;
pub mod input;
#[cfg(feature = "window")]
pub mod project_runner;
pub mod rendering;
pub mod runtime;
pub mod scene;
pub mod shaders;
#[cfg(test)]
pub mod tests;
pub use assets::{
AssetPlugin, AssetServer, Handle, ImportedGltfPrimitive, MaterialAsset,
MaterialModel, MeshAsset, SceneAsset, TextureAsset,
};
pub use core::collisions::CollisionType;
pub use core::{Material, MaterialBuilder, Physics, ShaderType, Transform};
#[cfg(feature = "editor")]
pub use editor::EditorPlugin;
pub use engine::{Engine, PerspectiveCamera};
pub use geometry::Mesh;
pub use rendering::compute_registry::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::{MaterialAsset, MaterialModel};
}