bevy/crates/bevy_render/src/mesh/mod.rs
Sludge b900b97aa2
Implement Reflect for Mesh (#9779)
# Objective

- I want to associate `TypeData` with `Mesh`, to make it
editable/inspectable in my reflection-based editor. `Mesh` has to
implement `Reflect` for that. The precise reflection behavior does not
matter.

## Solution

- `#[derive(Reflect)]`, ignore fields whose types aren't reflectable.
- Call `App::register_asset_reflect` in the `MeshPlugin`.

---

## Changelog

- `Mesh` now implements `Reflect`.
2023-09-12 21:30:16 +00:00

32 lines
1.1 KiB
Rust

#[allow(clippy::module_inception)]
mod mesh;
pub mod morph;
/// Generation for some primitive shape meshes.
pub mod shape;
pub use mesh::*;
use crate::{prelude::Image, render_asset::RenderAssetPlugin};
use bevy_app::{App, Plugin};
use bevy_asset::{AssetApp, Handle};
use bevy_ecs::entity::Entity;
/// Adds the [`Mesh`] as an asset and makes sure that they are extracted and prepared for the GPU.
pub struct MeshPlugin;
impl Plugin for MeshPlugin {
fn build(&self, app: &mut App) {
app.init_asset::<Mesh>()
.init_asset::<skinning::SkinnedMeshInverseBindposes>()
.register_asset_reflect::<Mesh>()
.register_type::<Option<Handle<Image>>>()
.register_type::<Option<Vec<String>>>()
.register_type::<Option<Indices>>()
.register_type::<Indices>()
.register_type::<skinning::SkinnedMesh>()
.register_type::<Vec<Entity>>()
// 'Mesh' must be prepared after 'Image' as meshes rely on the morph target image being ready
.add_plugins(RenderAssetPlugin::<Mesh, Image>::default());
}
}