registerBuiltinComponentCodecs function

void registerBuiltinComponentCodecs(
  1. FsceneComponentRegistry registry
)

Registers the component codecs the format ships with (mesh, directional light, camera) into registry.

Implementation

void registerBuiltinComponentCodecs(FsceneComponentRegistry registry) {
  registry
    // Registered before the mesh codec so serialize claims a particle
    // emitter, trail, LOD, or splat component (all subclass the mesh
    // component) before the mesh codec sees it.
    ..register(ParticleEmitterCodec())
    ..register(MeshParticleEmitterCodec())
    ..register(TrailCodec())
    ..register(LodCodec())
    ..register(SplatCodec())
    // TODO(instanced-mesh-codec): InstancedMeshComponent stays code-driven
    // (its bulk instance arrays have no document form yet); add a codec once
    // instance data can ride payloads.
    ..register(MeshCodec())
    ..register(MaterialsVariantsCodec())
    ..register(DirectionalLightCodec())
    ..register(PointLightCodec())
    ..register(RectAreaLightCodec())
    ..register(SpotLightCodec())
    ..register(CameraCodec())
    ..register(EnvironmentVolumeCodec())
    ..register(WidgetCodec())
    ..register(SemanticsCodec())
    ..register(AudioSourceCodec())
    ..register(AudioListenerCodec())
    ..register(AudioEngineCodec());
  registerPhysicsComponentCodecs(registry);
}