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use super::{
gameobject::GameObject, material::Material, mesh::Mesh, pptr::PPtr, transform::Transform,
};
use crate::object::{
Value,
parser::{Fields, FromValue},
};
use anyhow::Result;
pub struct MeshRenderer {
pub enabled: bool,
pub mesh: PPtr<Mesh>,
pub cast_shadows: u8,
pub game_object: PPtr<GameObject>,
pub materials: Vec<PPtr<Material>>,
}
pub struct SkinnedMeshRenderer {
pub mesh_renderer: MeshRenderer,
pub bones: Vec<PPtr<Transform>>,
pub root_bone: PPtr<Transform>,
}
impl FromValue for MeshRenderer {
fn from_value(v: Value) -> Result<Self> {
Self::from_fields(v.as_class("MeshRenderer")?)
}
}
impl MeshRenderer {
pub fn from_fields(mut fields: Fields) -> Result<Self> {
Ok(Self {
enabled: fields.field("m_Enabled")?,
mesh: fields.field("m_Mesh")?,
cast_shadows: fields.field("m_CastShadows")?,
game_object: fields.field("m_GameObject")?,
materials: fields
.remove("m_Materials")
.unwrap()
.as_vector()
.unwrap()
.into_iter()
.map(|e| e.parse().unwrap())
.collect(),
})
}
}
impl FromValue for SkinnedMeshRenderer {
fn from_value(v: Value) -> Result<Self> {
let mut fields = v.as_class("SkinnedMeshRenderer")?;
Ok(Self {
root_bone: fields.field("m_RootBone")?,
bones: fields
.remove("m_Bones")
.unwrap()
.as_vector()
.unwrap()
.into_iter()
.map(|e| e.parse().unwrap())
.collect(),
mesh_renderer: MeshRenderer::from_fields(fields)?,
})
}
}
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