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- TODO:
- - Core thread gets stuck on shutdown when OpenGL is used...Somewhere in kernel
- CONCRETE TASK:
- - Similar to how I have onRenderViewport callback in Renderer have another one that gets triggered from core thread
- - Hook up gizmo rendering there
- - Hook up gizmo manager to ScenePicking so gizmos are considered when picking
- - I'll likely need to update GizmoManager so I can query gizmo SceneObject based on gizmo index
- - Selection/ScenePicking/GizmoManager need to be started
- IMMEDIATE:
- - SceneGrid is very ugly. Consider using default lines for now and come back with a better approach later.
- - Potentially enable line AA?
- - Picking code is completely untested and will likely need major fixing
- - Disable DX9 for editor as I will likely want to use geometry shaders for icon rendering, and possibly new AA line shader
- - Or just use MeshHeap and update the icon/lines every frame?
- - Test all the new DrawHelper3D methods
- GIZMO TODO:
- - IMPORTANT: Gizmo rendering happens in update() but it should happen whenever scene view is being rendered as the render target isn't set anywhere
- - 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?)
- LATER:
- - Need a way to render text for gizmos and handles, and in scene in general
- ----------------------------------------------------------------------
- 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
- Handles are always the same size regardless of the distance from camera. (Use same code as from gizmo rendering?)
- These three types can be used for creating MoveHandle, RotationHandle, ScaleHandle
- - I can potentially move the colliders out of the sliders and add them to the *Handle classes as well
- - Handle classes will also handle the rendering (using the existing DrawHelper methods)
- CONCRETE TASKS:
- - Need to add capsule, torus and OOB colliders
- - They need ray intersection code
- - Line, plane and disc need code for finding nearest point to a ray
- Think about C# implementation.
- Take into consideration local vs. global handles
- 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
- See for inspiration: http://docs.unity3d.com/ScriptReference/Handles.html
- ----------------------------------------------------------------------
- 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
- ----------------------------------------------------------------------
- SceneView editor flow:
- Hook up gizmo, handle and selection rendering methods to be executed after the scene is rendered
- Calculate mouse coords manually relative to the window and to the render texture GUI element
- - Don't use GUI events as we require more precise control (do we?)
- Detect mouse clicks on the scene render target
- Forward those mouse coordinates to HandleManager
- It checks if screen ray intersects any handles and returns the handle if it does
- If handle is found it is activated and method returns
- Otherwise we mark the coordinates as selection start
- Detect mouse drag on the scene render target
- - If we have an active handle
- Forward mouse coordinates to the active handle so it can do its thing
- return
- - Otherwise its assumed we are dragging a selection
- Update selection endpoint and send it to ScenePicking
- Use Selection to select picked objects if any
- return
- Detect mouse release on scene render target
- If we have an active handle
- Clear active handle
- return
- Otheriwse its assumed we are dragging a selection
- Do nothing
- return
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