mesh renderer
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@@ -23,7 +23,7 @@ pub use reference::UnityReference;
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pub use type_filter::TypeFilter;
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pub use type_registry::{get_class_name, get_type_id};
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pub use unity_types::{
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BoxCollider, GameObject, MeshFilter, PrefabInstance, PrefabInstanceComponent,
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BoxCollider, GameObject, MeshFilter, MeshRenderer, PrefabInstance, PrefabInstanceComponent,
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PrefabModification, PrefabResolver, RectTransform, Renderer, Transform,
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};
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pub use values::{Color, ExternalRef, FileRef, Quaternion, Vector2, Vector3};
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43
unity-parser/src/types/unity_types/mesh_renderer.rs
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43
unity-parser/src/types/unity_types/mesh_renderer.rs
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@@ -0,0 +1,43 @@
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//! MeshRenderer component wrapper
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use crate::types::{ComponentContext, Renderer, UnityComponent};
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use sparsey::Entity;
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/// A MeshRenderer component
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///
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/// MeshRenderer renders a mesh with materials. It extends the base Renderer
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/// with mesh-specific rendering functionality.
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#[derive(Debug, Clone)]
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pub struct MeshRenderer {
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renderer: Renderer,
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}
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impl MeshRenderer {
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/// Get the base Renderer
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pub fn renderer(&self) -> &Renderer {
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&self.renderer
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}
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/// Get mutable access to the base Renderer
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pub fn renderer_mut(&mut self) -> &mut Renderer {
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&mut self.renderer
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}
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}
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impl UnityComponent for MeshRenderer {
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/// Parse a MeshRenderer from YAML
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///
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/// Note: Caller is responsible for ensuring this is called on the correct document type.
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fn parse(yaml: &serde_yaml::Mapping, ctx: &ComponentContext) -> Option<Self> {
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// Parse the base Renderer data
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let renderer = Renderer::parse(yaml, ctx)?;
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Some(Self { renderer })
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}
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}
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impl crate::types::EcsInsertable for MeshRenderer {
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fn insert_into_world(self, world: &mut sparsey::World, entity: Entity) {
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world.insert(entity, (self,));
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}
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}
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@@ -3,6 +3,7 @@
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pub mod box_collider;
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pub mod game_object;
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pub mod mesh_filter;
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pub mod mesh_renderer;
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pub mod prefab_instance;
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pub mod renderer;
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pub mod transform;
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@@ -10,6 +11,7 @@ pub mod transform;
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pub use box_collider::BoxCollider;
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pub use game_object::GameObject;
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pub use mesh_filter::MeshFilter;
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pub use mesh_renderer::MeshRenderer;
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pub use prefab_instance::{
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PrefabInstance, PrefabInstanceComponent, PrefabModification, PrefabResolver,
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};
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