1 /*
2 * Copyright (c) 2024 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #ifndef SCENE_SRC_COMPONENT_FACTORIES_H
17 #define SCENE_SRC_COMPONENT_FACTORIES_H
18
19 #include <scene/ext/intf_internal_scene.h>
20 #include <text_3d/ecs/components/text_component.h>
21
22 #include "component/animation_component.h"
23 #include "component/camera_component.h"
24 #include "component/environment_component.h"
25 #include "component/layer_component.h"
26 #include "component/light_component.h"
27 #include "component/material_component.h"
28 #include "component/mesh_component.h"
29 #include "component/node_component.h"
30 #include "component/postprocess_component.h"
31 #include "component/text_component.h"
32 #include "component/transform_component.h"
33
34 SCENE_BEGIN_NAMESPACE()
35
36 struct ComponentFactory : public META_NS::IntroduceInterfaces<IComponentFactory> {
ComponentFactoryComponentFactory37 ComponentFactory(META_NS::ClassInfo info) : info_(info) {}
38
CreateComponentComponentFactory39 IComponent::Ptr CreateComponent(const IEcsObject::Ptr& eobj) override
40 {
41 auto p = META_NS::GetObjectRegistry().Create<IComponent>(info_);
42 if (auto acc = interface_cast<IEcsObjectAccess>(p)) {
43 if (!acc->SetEcsObject(eobj)) {
44 return nullptr;
45 }
46 }
47 return p;
48 }
49
50 private:
51 META_NS::ClassInfo info_;
52 };
53
AddBuiltinComponentFactories(IInternalScene::Ptr s)54 inline void AddBuiltinComponentFactories(IInternalScene::Ptr s)
55 {
56 s->RegisterComponent(
57 CORE3D_NS::ITransformComponentManager::UID, CreateShared<ComponentFactory>(ClassId::TransformComponent));
58 s->RegisterComponent(
59 CORE3D_NS::ICameraComponentManager::UID, CreateShared<ComponentFactory>(ClassId::CameraComponent));
60 s->RegisterComponent(
61 CORE3D_NS::ILightComponentManager::UID, CreateShared<ComponentFactory>(ClassId::LightComponent));
62 s->RegisterComponent(
63 CORE3D_NS::IPostProcessComponentManager::UID, CreateShared<ComponentFactory>(ClassId::PostProcessComponent));
64 s->RegisterComponent(
65 CORE3D_NS::IAnimationComponentManager::UID, CreateShared<ComponentFactory>(ClassId::AnimationComponent));
66 s->RegisterComponent(
67 CORE3D_NS::IEnvironmentComponentManager::UID, CreateShared<ComponentFactory>(ClassId::EnvironmentComponent));
68 s->RegisterComponent(
69 CORE3D_NS::IMaterialComponentManager::UID, CreateShared<ComponentFactory>(ClassId::MaterialComponent));
70 s->RegisterComponent(CORE3D_NS::IMeshComponentManager::UID, CreateShared<ComponentFactory>(ClassId::MeshComponent));
71 s->RegisterComponent(
72 CORE3D_NS::IRenderMeshComponentManager::UID, CreateShared<ComponentFactory>(ClassId::RenderMeshComponent));
73 s->RegisterComponent(
74 CORE3D_NS::ILayerComponentManager::UID, CreateShared<ComponentFactory>(ClassId::LayerComponent));
75 s->RegisterComponent(CORE3D_NS::INodeComponentManager::UID, CreateShared<ComponentFactory>(ClassId::NodeComponent));
76 s->RegisterComponent(TEXT3D_NS::ITextComponentManager::UID, CreateShared<ComponentFactory>(ClassId::TextComponent));
77 }
78
79 SCENE_END_NAMESPACE()
80
81 #endif