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[Merged by Bors] - insert the gltf mesh name on the entity if there is one #4119
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# Objective - In glTF, mesh can be named. This named is used to be able to reference the mesh, but not as a component on the entity - Bevy only added the node name to the parent node. ## Solution - Also adds the name on the mesh entity if there is one. Limitation: In glTF, it's possible to have one mesh (which can be named) corresponding to several primitives (which can't, but are the actual mesh). I added the mesh name to the entity with the `PbrBundle` matching the primitives, which means that a mesh with several primitives would all have the same name. I think this is acceptable...
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insert the gltf mesh name on the entity if there is one
[Merged by Bors] - insert the gltf mesh name on the entity if there is one
Apr 7, 2022
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) # Objective - In glTF, mesh can be named. This named is used to be able to reference the mesh, but not as a component on the entity - Bevy only added the node name to the parent node. ## Solution - Also adds the name on the mesh entity if there is one. Limitation: In glTF, it's possible to have one mesh (which can be named) corresponding to several primitives (which can't, but are the actual mesh). I added the mesh name to the entity with the `PbrBundle` matching the primitives, which means that a mesh with several primitives would all have the same name. I think this is acceptable...
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) # Objective - In glTF, mesh can be named. This named is used to be able to reference the mesh, but not as a component on the entity - Bevy only added the node name to the parent node. ## Solution - Also adds the name on the mesh entity if there is one. Limitation: In glTF, it's possible to have one mesh (which can be named) corresponding to several primitives (which can't, but are the actual mesh). I added the mesh name to the entity with the `PbrBundle` matching the primitives, which means that a mesh with several primitives would all have the same name. I think this is acceptable...
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Objective
Solution
Limitation: In glTF, it's possible to have one mesh (which can be named) corresponding to several primitives (which can't, but are the actual mesh). I added the mesh name to the entity with the
PbrBundle
matching the primitives, which means that a mesh with several primitives would all have the same name. I think this is acceptable...