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@@ -7,8 +7,8 @@ Possibly set up automatic refresh in debug mode after initialization? As an ad-h
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<<<<<<Handles>>>>>>>>
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-Free rotate doesn't really work
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When scaling using center make sure to offset the object before scale
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+Handles should probably not having shading, or have better shading.
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Rotate handle:
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- How to handle local/global with rotate handle?
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@@ -17,9 +17,6 @@ Rotate handle:
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Ideally free scale handle indicator should always render and be interactable and never be hidden by axis scale indicators (Not high priority)
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-Cursor wrap only works when cursor moves really slowly over the border, and even then it's spotty
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-When changing handle types they do not refresh until you click on the scene view
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-
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<<<<Multi-resource saving>>>>:
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- Modify Font so it doesn't contain a texture, but instead keeps a handle to it
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- Register it in its meta file
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@@ -29,8 +26,6 @@ When changing handle types they do not refresh until you click on the scene view
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Other:
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Window resize end callback
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-Add cutoff plane when rendering discs for rotation handle.
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-There seems to be a delay when changing GUI element sprite textures (like 1 frame there is no texture at all)
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I can get mono errors by checking g_print calls in goutput.c
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- Calling thunks incorrectly can cause those weird errors with no real callstack
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@@ -53,64 +48,15 @@ Set up a default layout and save it
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Need a way to drag and drop items from Scene tree view to Scene view
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AFTER I have scene widget in C#:
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- - Implement free move handle and remaining handles
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- Test custom handles from C#
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- Test handle snapping
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-IMPLEMENT SELECTION RENDERING
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-
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IMPROVE SceneGrid LOOK - Use the shader created in Unity
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-----------------------------------------------------------------------
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-Handles
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-
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-SliderLine - position, direction, length
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- - When initially activated it records position nearest so the line as the starting point
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- - Further mouse dragging also finds nearest position to the line
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- - Difference between those two results in a float value (how much to move along direction from position to reach new position)
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- - Slider line has a capsule + sphere collider size of which can be set manually
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-
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-SliderPlane - position, normal, size
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- - Similar to line slider only the direction is determined dynamically as well as distance
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- - Outputs a Vector2 (direction * distance moved)
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- - A OOB is used as a collider
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-
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-SliderDisc - position, normal, radius
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- - When initially activated it records position nearest so the disc as the starting point
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- - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on
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- - Distance along that direction is returned as amount of movement (similar to line slider)
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- - Outputs a single float
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- - A torus is used as a collider
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-
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-Free move/rotate/scale handles need to exist as well
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- - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera
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- - Move also use SliderPlane oriented towards camera
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- - Rotation use SliderDisc oriented towards camera
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-
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-----------------------------------------------------
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-STAGE 1
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-
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-CONCRETE TODO:
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-HandleSliderPlane/HandleSliderDisc
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- - update() implementation
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-
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-----------------------------------------------------
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-STAGE 2
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-Implement RotateHandle & ScaleHandle in C#
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- - Nearest point to disc/arc code
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-Add 2D move and scale
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-Add free move, free rotate, free scale functionality
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-Handles that remain the same size regardless of distance from camera
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- - For both drawing and collision
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-
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- More complex types for drawing like DrawArrow in HandleDrawManager
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-
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----------------------------------------------------------------------
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SelectionRenderer
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Retrieve a list of selected objects from SelectionManager
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Find ones with Renderable components
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Retrieve Meshes, and world transforms from them
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-Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
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-
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----------------------------------------------------------------------
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+Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
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