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o3de/Code/Tools/SceneAPI/SceneCore/Components/GenerationComponent.h

39 lines
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C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/Component/Component.h>
#include <SceneAPI/SceneCore/SceneCoreConfiguration.h>
#include <SceneAPI/SceneCore/Events/CallProcessorBinder.h>
namespace AZ::SceneAPI::SceneCore
{
// Generation components are small logic units that exist only during scene generation. Each of
// these components take care of a piece of the generation process, allowing
// multiple components to do runtime creation of scene graph objects.
// Use the BindToCall from the CallProcessorBinder to be able to react to specific
// loading contexts/events.
class SCENE_CORE_CLASS GenerationComponent
: public AZ::Component
, public Events::CallProcessorBinder
{
public:
AZ_COMPONENT(GenerationComponent, "{3DBA42C1-894E-4437-B046-BC399E34366B}", Events::CallProcessorBinder);
SCENE_CORE_API void Activate() override;
SCENE_CORE_API void Deactivate() override;
static void Reflect(ReflectContext* context);
};
} // namespace AZ::SceneAPI::SceneCore