SceneView.txt 4.2 KB

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  1. GIZMO TODO:
  2. - Make a C# wrapper for Camera and Renderable
  3. REFACTOR material getParams* and related classes. Those params should update all gpu program params that share that variable, not just the first found
  4. Clicking on empty space needs to deselect everything
  5. Need a way to drag and drop items from Scene tree view to Scene view
  6. When dragging a handle make sure it works when cursor leaves the scene view
  7. Also make sure that handle manager receives mouse up event if its done outside of scene view
  8. Test handles
  9. - Test a custom handle from C#
  10. - FINISH HANDLE IMPLEMENTATION AND GLUE EVERYTHING TOGHETHER
  11. IMPLEMENT SELECTION RENDERING
  12. IMPROVE SceneGrid LOOK
  13. - LIKELY USE PIXEL SceneGrid WITH AA
  14. - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture
  15. LATER:
  16. - Need a way to render text for gizmos and handles, and in scene in general
  17. - Add drag to select
  18. - Need a better system to catch broken shaders. DX11 just draws nothing with depth, DX9 draws all white.
  19. ----------------------------------------------------------------------
  20. Handles
  21. SliderLine - position, direction, length
  22. - When initially activated it records position nearest so the line as the starting point
  23. - Further mouse dragging also finds nearest position to the line
  24. - Difference between those two results in a float value (how much to move along direction from position to reach new position)
  25. - Slider line has a capsule + sphere collider size of which can be set manually
  26. SliderPlane - position, normal, size
  27. - Similar to line slider only the direction is determined dynamically as well as distance
  28. - Outputs a Vector2 (direction * distance moved)
  29. - A OOB is used as a collider
  30. SliderDisc - position, normal, radius
  31. - When initially activated it records position nearest so the disc as the starting point
  32. - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on
  33. - Distance along that direction is returned as amount of movement (similar to line slider)
  34. - Outputs a single float
  35. - A torus is used as a collider
  36. Free move/rotate/scale handles need to exist as well
  37. - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera
  38. - Move also use SliderPlane oriented towards camera
  39. - Rotation use SliderDisc oriented towards camera
  40. ----------------------------------------------------
  41. STAGE 1
  42. CONCRETE TODO:
  43. HandleSliderPlane/HandleSliderDisc
  44. - update() implementation
  45. ----------------------------------------------------
  46. STAGE 2
  47. Implement RotateHandle & ScaleHandle in C#
  48. - Nearest point to disc/arc code
  49. Add free move, free rotate, free scale functionality
  50. Handles that remain the same size regardless of distance from camera
  51. - For both drawing and collision
  52. More complex types for drawing like DrawArrow in HandleDrawManager
  53. ----------------------------------------------------------------------
  54. SelectionRenderer
  55. Retrieve a list of selected objects from SelectionManager
  56. Find ones with Renderable components
  57. Retrieve Meshes, and world transforms from them
  58. Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
  59. ---------------------------------------------------------------------
  60. Multi-resources
  61. Importer::import
  62. - Each SpecificImporter is responsible for importing all needed resources and registering them with Resources manager
  63. - However only the main resource is returned from that method
  64. - Rest of the resources are referenced by the UUID in ResourceMeta and can be retrieved there if needed
  65. Resources::save
  66. - Add to documentation that it will only save that exact resource and not any dependencies, you must call save() for them manually
  67. Resources::load
  68. - Will automatically load all dependencies, optionally add a boolean that allows you to load only the main asset
  69. ProjectLibrary
  70. - Needs to be extended so it shows sub-resources in tree view
  71. - 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?)
  72. ---------------------
  73. With this approach I can:
  74. - Reference and load the sub-resources directly
  75. - Technically I can also delete sub-resources