pub use rusting_core::components::{
AmbientLight, Antialiasing, AxisLock, 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,
}