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insert the gltf mesh name on the entity if there is one (#4119)
# 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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@ -801,6 +801,9 @@ fn load_node(
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value: extras.get().to_string(),
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});
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}
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if let Some(name) = mesh.name() {
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mesh_entity.insert(Name::new(name.to_string()));
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}
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// Mark for adding skinned mesh
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if let Some(skin) = gltf_node.skin() {
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entity_to_skin_index_map.insert(mesh_entity.id(), skin.index());
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