text: /*
  * 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.
  *
  */
  
  #include <AzCore/Component/Entity.h>
  #include <AssetBuilderSDK/AssetBuilderSDK.h>
  #include <AssetBuilderSDK/AssetBuilderBusses.h>
  #include <SceneBuilder/Source/SceneBuilderComponent.h>
  #include <SceneBuilder/Source/SceneSerializationHandler.h>
  
  void BuilderOnInit()
  {
  }
  
  void BuilderDestroy()
  {
  }
  
  void BuilderRegisterDescriptors()
  {
      AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Events::RegisterComponentDescriptor, SceneBuilder::BuilderPluginComponent::CreateDescriptor());
      AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Events::RegisterComponentDescriptor, SceneBuilder::SceneSerializationHandler::CreateDescriptor());
  }
  
  void BuilderAddComponents(AZ::Entity* entity)
  {
      entity->CreateComponentIfReady<SceneBuilder::BuilderPluginComponent>();
  }
  
  // we must use this macro to register this as an asset builder
  REGISTER_ASSETBUILDER
  