Repository: bevyengine/bevy
File: crates/bevy_render/src/mesh/mod.rs (Rust)

Code before:
pub mod allocator;
use crate::{
    render_asset::{PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets},
    render_resource::TextureView,
    texture::GpuImage,
    RenderApp,
};
use allocator::MeshAllocatorPlugin;
use bevy_app::{App, Plugin, PostUpdate};
use bevy_asset::{AssetApp, AssetId, RenderAssetUsages};
use bevy_ecs::{
    prelude::*,
    system::{
        lifetimeless::{SRes, SResMut},
        SystemParamItem,
    },
};
use bevy_mesh::morph::{MeshMorphWeights, MorphWeights};
use bevy_mesh::*;
use wgpu::IndexFormat;

/// Makes sure that [`Mesh`]es are extracted and prepared for the GPU.
/// Does *not* add the [`Mesh`] as an asset. Use [bevy_mesh::MeshPlugin] for that.
pub(crate) struct MeshPlugin;

impl Plugin for MeshPlugin {
    fn build(&self, app: &mut App) {
        app.init_asset::<skinning::SkinnedMeshInverseBindposes>()
            // 'Mesh' must be prepared after 'Image' as meshes rely on the morph target image being ready
            .add_plugins(RenderAssetPlugin::<RenderMesh, GpuImage>::default())
            .add_plugins(MeshAllocatorPlugin);

        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
            return;
        };

        render_app.init_resource::<MeshVertexBufferLayouts>();
    }
}

/// [Inherit weights](inherit_weights) from glTF mesh parent entity to direct
/// bevy mesh child entities (ie: glTF primitive).
pub struct MorphPlugin;
impl Plugin for MorphPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(PostUpdate, inherit_weights.in_set(InheritWeightSystems));
    }
}


Review comment (refactor):
Should we instead call this something like `MeshRenderPlugin` or even `RenderMeshPlugin`? In general we try to avoid duplicate names, even across crates like this

Code after:
pub mod allocator;
use crate::{
    render_asset::{PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets},
    render_resource::TextureView,
    texture::GpuImage,
    RenderApp,
};
use allocator::MeshAllocatorPlugin;
use bevy_app::{App, Plugin, PostUpdate};
use bevy_asset::{AssetId, RenderAssetUsages};
use bevy_ecs::{
    prelude::*,
    system::{
        lifetimeless::{SRes, SResMut},
        SystemParamItem,
    },
};
use bevy_mesh::morph::{MeshMorphWeights, MorphWeights};
use bevy_mesh::*;
use wgpu::IndexFormat;

/// Makes sure that [`Mesh`]es are extracted and prepared for the GPU.
/// Does *not* add the [`Mesh`] as an asset. Use [`MeshPlugin`] for that.
pub struct MeshRenderAssetPlugin;

impl Plugin for MeshRenderAssetPlugin {
    fn build(&self, app: &mut App) {
        app
            // 'Mesh' must be prepared after 'Image' as meshes rely on the morph target image being ready
            .add_plugins(RenderAssetPlugin::<RenderMesh, GpuImage>::default())
            .add_plugins(MeshAllocatorPlugin);

        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
            return;
        };

        render_app.init_resource::<MeshVertexBufferLayouts>();
    }
}

/// [Inherit weights](inherit_weights) from glTF mesh parent entity to direct
/// bevy mesh child entities (ie: glTF primitive).
pub struct MorphPlugin;
impl Plugin for MorphPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(PostUpdate, inherit_weights.in_set(InheritWeightSystems));
    }
}