SceneView.txt 4.5 KB

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  1. GIZMO TODO:
  2. - 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?)
  3. - Make those two a non-component types. Anywhere they are used in the Renderer they should just be passed as pointers.
  4. - Then make a Component wrapper around the non-component types, and also a C# wrapper around the same types
  5. REFACTOR material getParams* and related classes. Those params should update all gpu program params that share that variable, not just the first found
  6. Add a way to render GUI image without alpha
  7. Cannot pick gizmo icon
  8. Line slider collider intersection doesn't work properly
  9. Handles need to render in front of everything
  10. Test gizmos
  11. - HOOK UP GIZMO SELECTION and test it
  12. Test handles
  13. - Test basic move handle
  14. - Test a custom handle from C#
  15. - FINISH HANDLE IMPLEMENTATION AND GLUE EVERYTHING TOGHETHER
  16. IMPLEMENT SELECTION RENDERING
  17. IMPROVE SceneGrid LOOK
  18. - LIKELY USE PIXEL SceneGrid WITH AA
  19. - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture
  20. Need a way to drag and drop items from Scene tree view to Scene view
  21. LATER:
  22. - Need a way to render text for gizmos and handles, and in scene in general
  23. - Add drag to select
  24. - Need a better system to catch broken shaders. DX11 just draws nothing with depth, DX9 draws all white.
  25. ----------------------------------------------------------------------
  26. Handles
  27. SliderLine - position, direction, length
  28. - When initially activated it records position nearest so the line as the starting point
  29. - Further mouse dragging also finds nearest position to the line
  30. - Difference between those two results in a float value (how much to move along direction from position to reach new position)
  31. - Slider line has a capsule + sphere collider size of which can be set manually
  32. SliderPlane - position, normal, size
  33. - Similar to line slider only the direction is determined dynamically as well as distance
  34. - Outputs a Vector2 (direction * distance moved)
  35. - A OOB is used as a collider
  36. SliderDisc - position, normal, radius
  37. - When initially activated it records position nearest so the disc as the starting point
  38. - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on
  39. - Distance along that direction is returned as amount of movement (similar to line slider)
  40. - Outputs a single float
  41. - A torus is used as a collider
  42. Free move/rotate/scale handles need to exist as well
  43. - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera
  44. - Move also use SliderPlane oriented towards camera
  45. - Rotation use SliderDisc oriented towards camera
  46. ----------------------------------------------------
  47. STAGE 1
  48. CONCRETE TODO:
  49. HandleSliderPlane/HandleSliderDisc
  50. - update() implementation
  51. ----------------------------------------------------
  52. STAGE 2
  53. Implement RotateHandle & ScaleHandle in C#
  54. - Nearest point to disc/arc code
  55. Add free move, free rotate, free scale functionality
  56. Handles that remain the same size regardless of distance from camera
  57. - For both drawing and collision
  58. More complex types for drawing like DrawArrow in HandleDrawManager
  59. ----------------------------------------------------------------------
  60. SelectionRenderer
  61. Retrieve a list of selected objects from SelectionManager
  62. Find ones with Renderable components
  63. Retrieve Meshes, and world transforms from them
  64. Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
  65. ---------------------------------------------------------------------
  66. Multi-resources
  67. Importer::import
  68. - Each SpecificImporter is responsible for importing all needed resources and registering them with Resources manager
  69. - However only the main resource is returned from that method
  70. - Rest of the resources are referenced by the UUID in ResourceMeta and can be retrieved there if needed
  71. Resources::save
  72. - Add to documentation that it will only save that exact resource and not any dependencies, you must call save() for them manually
  73. Resources::load
  74. - Will automatically load all dependencies, optionally add a boolean that allows you to load only the main asset
  75. ProjectLibrary
  76. - Needs to be extended so it shows sub-resources in tree view
  77. - 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?)
  78. ---------------------
  79. With this approach I can:
  80. - Reference and load the sub-resources directly
  81. - Technically I can also delete sub-resources