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//! # Vertra
//!
//! A lightweight, cross-platform 3D rendering engine built on [`wgpu`].
//!
//! ## Core modules
//!
//! | Module | Purpose |
//! |-------------------|--------------------------------------------------------------------|
//! | [`camera`] | Perspective camera, view/projection matrix construction |
//! | [`scene`] | Root scene container; spawn, texture, and draw APIs |
//! | [`world`] | Scene-graph (object hierarchy, events, spatial queries) |
//! | [`objects`] | [`objects::Object`] - the fundamental scene-graph node |
//! | [`geometry`] | Procedural geometry primitives (cube, sphere, capsule, …) |
//! | [`transform`] | Local-space TRS transform and matrix conversion |
//! | [`mesh`] | CPU mesh builder and GPU buffer baking |
//! | [`math`] | Column-major 4×4 matrix for rendering math |
//! | [`timer`] | Simple countdown timer for use in game logic |
//! | [`window`] | Builder-pattern windowing and event-loop host |
//! | [`editor`] | Built-in static scene editor (gizmos, orbit cam, inspector) |
//! | [`vtr`] | Binary `.vtr` scene serialization format |
//! | [`constants`] | Engine-wide default constants |
//! | [`event`] | Re-exports of winit event types used throughout the API |
//! | [`text_label`] | Individual screen-space text label structures |
//! | [`text_overlay`] | Screen-space text overlay management |
pub