bevy_render 0.12.0

Provides rendering functionality for Bevy Engine
Documentation
#[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());
    }
}