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117 lines
5.8 KiB
C++
117 lines
5.8 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <SceneAPI/SceneData/ReflectionRegistrar.h>
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#include <SceneAPI/SceneData/Groups/MeshGroup.h>
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#include <SceneAPI/SceneData/Groups/SkeletonGroup.h>
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#include <SceneAPI/SceneData/Groups/SkinGroup.h>
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#include <SceneAPI/SceneData/Groups/AnimationGroup.h>
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#include <SceneAPI/SceneData/Rules/BlendShapeRule.h>
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#include <SceneAPI/SceneData/Rules/CommentRule.h>
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#include <SceneAPI/SceneData/Rules/LodRule.h>
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#include <SceneAPI/SceneData/Rules/StaticMeshAdvancedRule.h>
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#include <SceneAPI/SceneData/Rules/SkinMeshAdvancedRule.h>
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#include <SceneAPI/SceneData/Rules/MaterialRule.h>
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#include <SceneAPI/SceneData/Rules/ScriptProcessorRule.h>
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#include <SceneAPI/SceneData/Rules/SkeletonProxyRule.h>
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#include <SceneAPI/SceneData/Rules/TangentsRule.h>
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#include <SceneAPI/SceneData/Rules/CoordinateSystemRule.h>
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#include <SceneAPI/SceneData/ManifestBase/SceneNodeSelectionList.h>
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#include <SceneAPI/SceneData/GraphData/AnimationData.h>
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#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
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#include <SceneAPI/SceneData/GraphData/BoneData.h>
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#include <SceneAPI/SceneData/GraphData/MaterialData.h>
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#include <SceneAPI/SceneData/GraphData/MeshData.h>
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#include <SceneAPI/SceneData/GraphData/MeshVertexColorData.h>
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#include <SceneAPI/SceneData/GraphData/MeshVertexUVData.h>
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#include <SceneAPI/SceneData/GraphData/MeshVertexTangentData.h>
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#include <SceneAPI/SceneData/GraphData/MeshVertexBitangentData.h>
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#include <SceneAPI/SceneData/GraphData/RootBoneData.h>
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#include <SceneAPI/SceneData/GraphData/SkinMeshData.h>
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#include <SceneAPI/SceneData/GraphData/SkinWeightData.h>
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#include <SceneAPI/SceneData/GraphData/TransformData.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/RTTI/BehaviorContext.h>
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namespace AZ
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{
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namespace SceneAPI
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{
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void RegisterDataTypeReflection(AZ::SerializeContext* context)
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{
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// Check if this library hasn't already been reflected. This can happen as the ResourceCompilerScene needs
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// to explicitly load and reflect the SceneAPI libraries to discover the available extension, while
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// Gems with system components need to do the same in the Project Configurator.
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if (!context->IsRemovingReflection() && context->FindClassData(SceneData::MeshGroup::TYPEINFO_Uuid()))
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{
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return;
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}
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// Groups
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SceneData::MeshGroup::Reflect(context);
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SceneData::SkeletonGroup::Reflect(context);
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SceneData::SkinGroup::Reflect(context);
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SceneData::AnimationGroup::Reflect(context);
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// Rules
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SceneData::BlendShapeRule::Reflect(context);
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SceneData::CommentRule::Reflect(context);
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SceneData::LodRule::Reflect(context);
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SceneData::StaticMeshAdvancedRule::Reflect(context);
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SceneData::MaterialRule::Reflect(context);
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SceneData::ScriptProcessorRule::Reflect(context);
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SceneData::SkeletonProxyRule::Reflect(context);
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SceneData::SkinMeshAdvancedRule::Reflect(context);
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SceneData::TangentsRule::Reflect(context);
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SceneData::CoordinateSystemRule::Reflect(context);
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// Utility
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SceneData::SceneNodeSelectionList::Reflect(context);
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// Graph objects
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AZ::SceneData::GraphData::AnimationData::Reflect(context);
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AZ::SceneData::GraphData::BlendShapeAnimationData::Reflect(context);
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AZ::SceneData::GraphData::BlendShapeData::Reflect(context);
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AZ::SceneData::GraphData::BoneData::Reflect(context);
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AZ::SceneData::GraphData::MaterialData::Reflect(context);
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AZ::SceneData::GraphData::MeshData::Reflect(context);
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AZ::SceneData::GraphData::MeshVertexColorData::Reflect(context);
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AZ::SceneData::GraphData::MeshVertexUVData::Reflect(context);
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AZ::SceneData::GraphData::MeshVertexTangentData::Reflect(context);
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AZ::SceneData::GraphData::MeshVertexBitangentData::Reflect(context);
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AZ::SceneData::GraphData::RootBoneData::Reflect(context);
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context->Class<AZ::SceneData::GraphData::SkinMeshData>()->Version(1);
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context->Class<AZ::SceneData::GraphData::SkinWeightData>()->Version(1);
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AZ::SceneData::GraphData::TransformData::Reflect(context);
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}
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void RegisterDataTypeBehaviorReflection(AZ::BehaviorContext* context)
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{
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AZ::SceneData::GraphData::BoneData::Reflect(context);
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AZ::SceneData::GraphData::MaterialData::Reflect(context);
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AZ::SceneData::GraphData::RootBoneData::Reflect(context);
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AZ::SceneData::GraphData::TransformData::Reflect(context);
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AZ::SceneData::GraphData::MeshData::Reflect(context);
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AZ::SceneData::GraphData::MeshVertexColorData::Reflect(context);
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AZ::SceneData::GraphData::MeshVertexUVData::Reflect(context);
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AZ::SceneData::GraphData::MeshVertexTangentData::Reflect(context);
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AZ::SceneData::GraphData::MeshVertexBitangentData::Reflect(context);
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AZ::SceneData::GraphData::AnimationData::Reflect(context);
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AZ::SceneData::GraphData::BlendShapeAnimationData::Reflect(context);
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AZ::SceneData::GraphData::BlendShapeData::Reflect(context);
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}
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} // namespace SceneAPI
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} // namespace AZ
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