* Copyright (c) 2024 Huawei Device Co., Ltd.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SCENE_SRC_COMPONENT_FACTORIES_H
#define SCENE_SRC_COMPONENT_FACTORIES_H
#include <scene/ext/intf_component_factory.h>
#include <scene/ext/intf_internal_scene.h>
#include <3d/ecs/components/render_configuration_component.h>
#include "component/animation_component.h"
#include "component/camera_component.h"
#include "component/environment_component.h"
#include "component/layer_component.h"
#include "component/light_component.h"
#include "component/material_component.h"
#include "component/mesh_component.h"
#include "component/node_component.h"
#include "component/postprocess_component.h"
#include "component/transform_component.h"
SCENE_BEGIN_NAMESPACE()
struct ComponentFactory : public META_NS::IntroduceInterfaces<IComponentFactory> {
ComponentFactory(META_NS::ClassInfo info) : info_(info)
{}
IComponent::Ptr CreateComponent(const IEcsObject::Ptr& eobj) override
{
auto p = META_NS::GetObjectRegistry().Create<IComponent>(info_);
if (auto acc = interface_cast<IEcsObjectAccess>(p)) {
if (!acc->SetEcsObject(eobj)) {
return nullptr;
}
}
return p;
}
private:
META_NS::ClassInfo info_;
};
inline void AddBuiltinComponentFactories(IInternalScene::Ptr s)
{
s->RegisterComponent(
CORE3D_NS::ITransformComponentManager::UID, CreateShared<ComponentFactory>(ClassId::TransformComponent));
s->RegisterComponent(
CORE3D_NS::ICameraComponentManager::UID, CreateShared<ComponentFactory>(ClassId::CameraComponent));
s->RegisterComponent(
CORE3D_NS::ILightComponentManager::UID, CreateShared<ComponentFactory>(ClassId::LightComponent));
s->RegisterComponent(
CORE3D_NS::IPostProcessComponentManager::UID, CreateShared<ComponentFactory>(ClassId::PostProcessComponent));
s->RegisterComponent(
CORE3D_NS::IAnimationComponentManager::UID, CreateShared<ComponentFactory>(ClassId::AnimationComponent));
s->RegisterComponent(
CORE3D_NS::IEnvironmentComponentManager::UID, CreateShared<ComponentFactory>(ClassId::EnvironmentComponent));
s->RegisterComponent(
CORE3D_NS::IMaterialComponentManager::UID, CreateShared<ComponentFactory>(ClassId::MaterialComponent));
s->RegisterComponent(CORE3D_NS::IMeshComponentManager::UID, CreateShared<ComponentFactory>(ClassId::MeshComponent));
s->RegisterComponent(
CORE3D_NS::IRenderMeshComponentManager::UID, CreateShared<ComponentFactory>(ClassId::RenderMeshComponent));
s->RegisterComponent(
CORE3D_NS::IMorphComponentManager::UID, CreateShared<ComponentFactory>(ClassId::MorphComponent));
s->RegisterComponent(
CORE3D_NS::ILayerComponentManager::UID, CreateShared<ComponentFactory>(ClassId::LayerComponent));
s->RegisterComponent(CORE3D_NS::INodeComponentManager::UID, CreateShared<ComponentFactory>(ClassId::NodeComponent));
s->RegisterComponent(CORE3D_NS::IRenderConfigurationComponentManager::UID,
CreateShared<ComponentFactory>(ClassId::RenderConfiguration));
}
SCENE_END_NAMESPACE()
#endif