Files
marathon/crates/libmarathon/src/render/pbr/components.rs
Sienna Meridian Satterwhite b03b71c1d9 feat(rendering): Vendor Bevy rendering crates (Phase 1 complete)
Closes #6, #7, #8, #9, #10
Refs #2, #122

Vendored bevy_render, bevy_core_pipeline, and bevy_pbr from Bevy v0.17.2
(commit 566358363126dd69f6e457e47f306c68f8041d2a) into libmarathon.

- ~51K LOC vendored to crates/libmarathon/src/render/
- Merged bevy_render_macros into crates/macros/
- Fixed 773→0 compilation errors
- Updated dependencies (encase 0.10→0.11, added 4 new deps)
- Removed bevy_render/pbr/core_pipeline from app Cargo features

All builds passing, macOS smoke test successful.

Signed-off-by: Sienna Meridian Satterwhite <sienna@r3t.io>
2026-02-07 18:22:13 +00:00

47 lines
1.5 KiB
Rust

use bevy_derive::{Deref, DerefMut};
use bevy_ecs::component::Component;
use bevy_ecs::entity::{Entity, EntityHashMap};
use bevy_ecs::reflect::ReflectComponent;
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use crate::render::sync_world::MainEntity;
#[derive(Component, Clone, Debug, Default, Reflect, Deref, DerefMut)]
#[reflect(Component, Debug, Default, Clone)]
pub struct RenderVisibleMeshEntities {
#[reflect(ignore, clone)]
pub entities: Vec<(Entity, MainEntity)>,
}
#[derive(Component, Clone, Debug, Default, Reflect)]
#[reflect(Component, Debug, Default, Clone)]
pub struct RenderCubemapVisibleEntities {
#[reflect(ignore, clone)]
pub(crate) data: [RenderVisibleMeshEntities; 6],
}
impl RenderCubemapVisibleEntities {
pub fn get(&self, i: usize) -> &RenderVisibleMeshEntities {
&self.data[i]
}
pub fn get_mut(&mut self, i: usize) -> &mut RenderVisibleMeshEntities {
&mut self.data[i]
}
pub fn iter(&self) -> impl DoubleEndedIterator<Item = &RenderVisibleMeshEntities> {
self.data.iter()
}
pub fn iter_mut(&mut self) -> impl DoubleEndedIterator<Item = &mut RenderVisibleMeshEntities> {
self.data.iter_mut()
}
}
#[derive(Component, Clone, Debug, Default, Reflect)]
#[reflect(Component, Default, Clone)]
pub struct RenderCascadesVisibleEntities {
/// Map of view entity to the visible entities for each cascade frustum.
#[reflect(ignore, clone)]
pub entities: EntityHashMap<Vec<RenderVisibleMeshEntities>>,
}