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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_component_factory.h>
20 #include <scene/ext/intf_internal_scene.h>
21 #include <text_3d/ecs/components/text_component.h>
22 
23 #include "component/animation_component.h"
24 #include "component/camera_component.h"
25 #include "component/environment_component.h"
26 #include "component/layer_component.h"
27 #include "component/light_component.h"
28 #include "component/material_component.h"
29 #include "component/mesh_component.h"
30 #include "component/node_component.h"
31 #include "component/postprocess_component.h"
32 #include "component/text_component.h"
33 #include "component/transform_component.h"
34 
35 SCENE_BEGIN_NAMESPACE()
36 
37 struct ComponentFactory : public META_NS::IntroduceInterfaces<IComponentFactory> {
ComponentFactoryComponentFactory38     ComponentFactory(META_NS::ClassInfo info) : info_(info) {}
39 
CreateComponentComponentFactory40     IComponent::Ptr CreateComponent(const IEcsObject::Ptr& eobj) override
41     {
42         auto p = META_NS::GetObjectRegistry().Create<IComponent>(info_);
43         if (auto acc = interface_cast<IEcsObjectAccess>(p)) {
44             if (!acc->SetEcsObject(eobj)) {
45                 return nullptr;
46             }
47         }
48         return p;
49     }
50 
51 private:
52     META_NS::ClassInfo info_;
53 };
54 
AddBuiltinComponentFactories(IInternalScene::Ptr s)55 inline void AddBuiltinComponentFactories(IInternalScene::Ptr s)
56 {
57     s->RegisterComponent(
58         CORE3D_NS::ITransformComponentManager::UID, CreateShared<ComponentFactory>(ClassId::TransformComponent));
59     s->RegisterComponent(
60         CORE3D_NS::ICameraComponentManager::UID, CreateShared<ComponentFactory>(ClassId::CameraComponent));
61     s->RegisterComponent(
62         CORE3D_NS::ILightComponentManager::UID, CreateShared<ComponentFactory>(ClassId::LightComponent));
63     s->RegisterComponent(
64         CORE3D_NS::IPostProcessComponentManager::UID, CreateShared<ComponentFactory>(ClassId::PostProcessComponent));
65     s->RegisterComponent(
66         CORE3D_NS::IAnimationComponentManager::UID, CreateShared<ComponentFactory>(ClassId::AnimationComponent));
67     s->RegisterComponent(
68         CORE3D_NS::IEnvironmentComponentManager::UID, CreateShared<ComponentFactory>(ClassId::EnvironmentComponent));
69     s->RegisterComponent(
70         CORE3D_NS::IMaterialComponentManager::UID, CreateShared<ComponentFactory>(ClassId::MaterialComponent));
71     s->RegisterComponent(CORE3D_NS::IMeshComponentManager::UID, CreateShared<ComponentFactory>(ClassId::MeshComponent));
72     s->RegisterComponent(
73         CORE3D_NS::IRenderMeshComponentManager::UID, CreateShared<ComponentFactory>(ClassId::RenderMeshComponent));
74     s->RegisterComponent(
75         CORE3D_NS::IMorphComponentManager::UID, CreateShared<ComponentFactory>(ClassId::MorphComponent));
76     s->RegisterComponent(
77         CORE3D_NS::ILayerComponentManager::UID, CreateShared<ComponentFactory>(ClassId::LayerComponent));
78     s->RegisterComponent(CORE3D_NS::INodeComponentManager::UID, CreateShared<ComponentFactory>(ClassId::NodeComponent));
79     s->RegisterComponent(TEXT3D_NS::ITextComponentManager::UID, CreateShared<ComponentFactory>(ClassId::TextComponent));
80 }
81 
82 SCENE_END_NAMESPACE()
83 
84 #endif
85