bool EditorUtility::calculateMeshBounds(const HSceneObject& object, AABox& bounds)
	{
		bounds = AABox(Vector3::ZERO, Vector3::ZERO);
		if (object.isDestroyed())
			return false;

		bool foundOne = false;
		const Vector<HComponent>& components = object->getComponents();
		for (auto& component : components)
		{
			Bounds curBounds;
			if (component->calculateBounds(curBounds))
			{
				if (!foundOne)
				{
					bounds = curBounds.getBox();
					foundOne = true;
				}
				else
					bounds.merge(curBounds.getBox());
			}
			else
			{
				if (!foundOne)
					bounds = curBounds.getBox();
			}
		}

		return foundOne;
	}
	void ScriptGUIWidget::internal_UpdateTransform(ScriptGUIWidget* thisPtr, ScriptSceneObject* parent)
	{
		HSceneObject parentSO = parent->getNativeSceneObject();

		SPtr<GUIWidget> widget = thisPtr->getInternal();
		if (!parentSO.isDestroyed() && widget != nullptr)
		{
			widget->_updateTransform(parentSO);
			widget->_updateRT();

			if (parentSO->getActive() != widget->getIsActive())
				widget->setIsActive(parentSO->getActive());
		}
	}
Example #3
0
	void ScriptLight::internal_updateTransform(ScriptLight* thisPtr, ScriptSceneObject* parent)
	{
		HSceneObject parentSO = parent->getNativeSceneObject();

		if (!parentSO.isDestroyed())
		{
			thisPtr->getInternal()->_updateTransform(parentSO);

			if (parentSO->getActive() != thisPtr->getInternal()->getIsActive())
			{
				thisPtr->getInternal()->setIsActive(parentSO->getActive());
			}
		}
	}
	void ScriptSerializedSceneObject::internal_Restore(ScriptSerializedSceneObject* thisPtr)
	{
		HSceneObject sceneObj = thisPtr->mSO;

		if (sceneObj.isDestroyed())
			return;

		HSceneObject parent = sceneObj->getParent();

		UINT32 numChildren = sceneObj->getNumChildren();
		HSceneObject* children = nullptr;
		if (!thisPtr->mRecordHierarchy)
		{
			children = bs_stack_new<HSceneObject>(numChildren);
			for (UINT32 i = 0; i < numChildren; i++)
			{
				HSceneObject child = sceneObj->getChild(i);
				children[i] = child;

				child->setParent(HSceneObject());
			}
		}

		sceneObj->destroy(true);

		GameObjectManager::instance().setDeserializationMode(GODM_RestoreExternal | GODM_UseNewIds);

		MemorySerializer serializer;
		SPtr<SceneObject> restored = std::static_pointer_cast<SceneObject>(
			serializer.decode(thisPtr->mSerializedObject, thisPtr->mSerializedObjectSize));

		EditorUtility::restoreIds(restored->getHandle(), thisPtr->mSceneObjectProxy);
		restored->setParent(parent);

		if (!thisPtr->mRecordHierarchy)
		{
			for (UINT32 i = 0; i < numChildren; i++)
				children[i]->setParent(restored->getHandle());

			bs_stack_delete(children, numChildren);
		}

		restored->_instantiate();
	}