pub use rusting_core::components::{
AmbientLight, Antialiasing, Camera, Children, Collider, ColliderShape,
CollisionLayers, CullingMode, DirectionalLight, GlobalTransform, Name,
ObjectClasses, Parent, PhysicsBackendStatus, PhysicsBody, PhysicsSettings,
PhysicsSolver, PointLight, Projection, QualityProfile, RenderBounds,
RenderSettings, RigidBody, RigidBodyKind, SceneId, ShadowQuality,
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,
}