pub use rusting_core::components::{
AmbientLight, Camera, Children, Collider, ColliderShape, CollisionLayers,
CullingMode, DirectionalLight, GlobalTransform, Name, ObjectClasses,
Parent, PhysicsBackendStatus, PhysicsBody, PhysicsSettings, PhysicsSolver,
PointLight, Projection, QualityProfile, RenderBounds, RenderSettings,
RigidBody, RigidBodyKind, SceneId, SimulationClass, SkyLight, SpotLight,
ToneMapper, ToneMapping, Visibility,
};
use bevy_ecs::component::Component;
use crate::assets::{Handle, MaterialAsset, MeshAsset};
#[derive(Component, Clone, Copy, Debug, PartialEq, Eq)]
pub struct MeshRenderer {
pub mesh: Handle<MeshAsset>,
pub material: Handle<MaterialAsset>,
pub cast_shadows: bool,
pub receive_shadows: bool,
}