//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsEditorPrerequisites.h" #include "BsAABox.h" namespace BansheeEngine { /** @addtogroup Utility-Editor * @{ */ /** Contains miscellaneous helper methods. */ class BS_ED_EXPORT EditorUtility { public: /** * Contains stored information about stored scene object instance data, including all of its children and * components. * * @note * When object is serialized it will receive new instance data (as if it was a new object). But we want to restore * the original object completely (including any references other objects might have to it) so we need store the * instance data. */ struct SceneObjProxy { GameObjectInstanceDataPtr instanceData; Vector componentInstanceData; Vector children; }; /** * Calculates world space bounds of the specified scene object. This will consider components with bounds like * Renderable. */ static AABox calculateBounds(const HSceneObject& object); /** * Calculates world space bounds of the specified scene objects. This will consider components with bounds like * Renderable. */ static AABox calculateBounds(const Vector& objects); /** Calculates world space center of the specified scene objects. */ static Vector3 calculateCenter(const Vector& objects); /** * Parses the scene object hierarchy and components and generates a hierarchy of instance data required to restore * the object identities. */ static SceneObjProxy createProxy(const HSceneObject& sceneObject); /** * Restores original object instance data from the provided scene object proxy that was previously generated using * createProxy(). * * @param[in] restored New instance of the object. * @param[in] proxy Proxy data containing the original object instance data we want to restore. */ static void restoreIds(const HSceneObject& restored, SceneObjProxy& proxy); private: /** * Retrieves all components containing meshes on the specified object and outputs their bounds. * * @param[in] object Object to calculate bounds for. * @param[in] bounds Output bounds, if successful. * @return True if a mesh component was found, otherwise false (bounds will not be updated). */ static bool calculateMeshBounds(const HSceneObject& object, AABox& bounds); }; /** @} */ }