registerBuiltinComponentCodecs function
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);
}