GIZMO TODO: - Figure out how to deal with builtin components like Camera and Renderable (e.g. how will they have gizmos since they're not managed components?) - Make those two a non-component types. Anywhere they are used in the Renderer they should just be passed as pointers. - Then make a Component wrapper around the non-component types, and also a C# wrapper around the same types REFACTOR material getParams* and related classes. Those params should update all gpu program params that share that variable, not just the first found Add a way to render GUI image without alpha Line slider collider intersection doesn't work properly Handles need to render in front of everything Clicking on empty space needs to deselect everything D3D11HardwareBuffer::writeData provides incorrect parameters to UpdateSubresource() (length & offset) Test gizmos - HOOK UP GIZMO SELECTION and test it Test handles - Test basic move handle - Test a custom handle from C# - FINISH HANDLE IMPLEMENTATION AND GLUE EVERYTHING TOGHETHER IMPLEMENT SELECTION RENDERING IMPROVE SceneGrid LOOK - LIKELY USE PIXEL SceneGrid WITH AA - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture Need a way to drag and drop items from Scene tree view to Scene view LATER: - Need a way to render text for gizmos and handles, and in scene in general - Add drag to select - Need a better system to catch broken shaders. DX11 just draws nothing with depth, DX9 draws all white. ---------------------------------------------------------------------- Handles SliderLine - position, direction, length - When initially activated it records position nearest so the line as the starting point - Further mouse dragging also finds nearest position to the line - Difference between those two results in a float value (how much to move along direction from position to reach new position) - Slider line has a capsule + sphere collider size of which can be set manually SliderPlane - position, normal, size - Similar to line slider only the direction is determined dynamically as well as distance - Outputs a Vector2 (direction * distance moved) - A OOB is used as a collider SliderDisc - position, normal, radius - When initially activated it records position nearest so the disc as the starting point - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on - Distance along that direction is returned as amount of movement (similar to line slider) - Outputs a single float - A torus is used as a collider Free move/rotate/scale handles need to exist as well - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera - Move also use SliderPlane oriented towards camera - Rotation use SliderDisc oriented towards camera ---------------------------------------------------- STAGE 1 CONCRETE TODO: HandleSliderPlane/HandleSliderDisc - update() implementation ---------------------------------------------------- STAGE 2 Implement RotateHandle & ScaleHandle in C# - Nearest point to disc/arc code Add free move, free rotate, free scale functionality Handles that remain the same size regardless of distance from camera - For both drawing and collision More complex types for drawing like DrawArrow in HandleDrawManager ---------------------------------------------------------------------- SelectionRenderer Retrieve a list of selected objects from SelectionManager Find ones with Renderable components Retrieve Meshes, and world transforms from them Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias --------------------------------------------------------------------- Multi-resources Importer::import - Each SpecificImporter is responsible for importing all needed resources and registering them with Resources manager - However only the main resource is returned from that method - Rest of the resources are referenced by the UUID in ResourceMeta and can be retrieved there if needed Resources::save - Add to documentation that it will only save that exact resource and not any dependencies, you must call save() for them manually Resources::load - Will automatically load all dependencies, optionally add a boolean that allows you to load only the main asset ProjectLibrary - Needs to be extended so it shows sub-resources in tree view - Need to extend my mapping so one asset maps to multiple assets in library (need to remember how I do that currently, is it just by name or meta-file identifier?) --------------------- With this approach I can: - Reference and load the sub-resources directly - Technically I can also delete sub-resources