SceneView.txt 5.9 KB

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  1. GIZMO TODO:
  2. - Make a C# wrapper for Camera and Renderable
  3. The bounds I retrieve from GUIUtility are relative to the entire window, not just the current widget. Another reason to move editor widgets to their own GUIWidget.
  4. Set up Application::getPrimaryViewport so it returns a valid viewport otherwise C# Camera won't work properly
  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. Need a way to drag and drop items from Scene tree view to Scene view
  7. When dragging a handle make sure it works when cursor leaves the scene view
  8. Also make sure that handle manager receives mouse up event if its done outside of scene view
  9. When selecting/deselecting stuff handle display is delayed
  10. Create the scene widget completely in C#?
  11. - Port Camera/viewport, RenderTexture, SceneCameraController, Input, ProjectSettings, SceneGrid
  12. - Will need to track when widget resizes so I can resize the render target
  13. - Handle manager update will originate from the widget
  14. - Actually it could still be done from C++
  15. - How will scene grid rendering be handled? Currently it's done from a render() callback
  16. - It's still going to have a C++ representation, just call the callback there
  17. - I will still need a C++ version of scene widget (not in script code but in editor code) because handle/gizmo manager reference it
  18. AFTER I have scene widget in C#:
  19. - Finish up C# Handles class so it returns proper values
  20. - Ensure fixed handle size and handle snapping works
  21. - Implement free move handle and remaining handles
  22. - Test custom handles from C#
  23. IMPLEMENT SELECTION RENDERING
  24. IMPROVE SceneGrid LOOK
  25. - LIKELY USE PIXEL SceneGrid WITH AA
  26. - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture
  27. LATER:
  28. - Need a way to render text for gizmos and handles, and in scene in general
  29. - Add drag to select
  30. - Need a better system to catch broken shaders. DX11 just draws nothing with depth, DX9 draws all white.
  31. ---------------------------------------------------------------------
  32. Render textures in C#:
  33. - In C# have Texture2D, TextureCube, TextureVolume, Texture2DArray. They should have a common Texture base.
  34. - Each of those can be created with a Renderable flag
  35. - Render textures mirror what we have in C++
  36. - RenderTexture and MultiRenderTexture (since we have these separate representation we don't need RenderBuffer that Unity has)
  37. - You can provide an existing texture from types listed above, or create a new render target and
  38. create a basic 2D texture (multiple constructors)
  39. - Both RT types should have their color buffer (s) and depth buffer accessible as a texture to be used for rendering, or for reading
  40. ----------------------------------------------------------------------
  41. Handles
  42. SliderLine - position, direction, length
  43. - When initially activated it records position nearest so the line as the starting point
  44. - Further mouse dragging also finds nearest position to the line
  45. - Difference between those two results in a float value (how much to move along direction from position to reach new position)
  46. - Slider line has a capsule + sphere collider size of which can be set manually
  47. SliderPlane - position, normal, size
  48. - Similar to line slider only the direction is determined dynamically as well as distance
  49. - Outputs a Vector2 (direction * distance moved)
  50. - A OOB is used as a collider
  51. SliderDisc - position, normal, radius
  52. - When initially activated it records position nearest so the disc as the starting point
  53. - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on
  54. - Distance along that direction is returned as amount of movement (similar to line slider)
  55. - Outputs a single float
  56. - A torus is used as a collider
  57. Free move/rotate/scale handles need to exist as well
  58. - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera
  59. - Move also use SliderPlane oriented towards camera
  60. - Rotation use SliderDisc oriented towards camera
  61. ----------------------------------------------------
  62. STAGE 1
  63. CONCRETE TODO:
  64. HandleSliderPlane/HandleSliderDisc
  65. - update() implementation
  66. ----------------------------------------------------
  67. STAGE 2
  68. Implement RotateHandle & ScaleHandle in C#
  69. - Nearest point to disc/arc code
  70. Add free move, free rotate, free scale functionality
  71. Handles that remain the same size regardless of distance from camera
  72. - For both drawing and collision
  73. More complex types for drawing like DrawArrow in HandleDrawManager
  74. ----------------------------------------------------------------------
  75. SelectionRenderer
  76. Retrieve a list of selected objects from SelectionManager
  77. Find ones with Renderable components
  78. Retrieve Meshes, and world transforms from them
  79. Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
  80. ---------------------------------------------------------------------
  81. Multi-resources
  82. Importer::import
  83. - Each SpecificImporter is responsible for importing all needed resources and registering them with Resources manager
  84. - However only the main resource is returned from that method
  85. - Rest of the resources are referenced by the UUID in ResourceMeta and can be retrieved there if needed
  86. Resources::save
  87. - Add to documentation that it will only save that exact resource and not any dependencies, you must call save() for them manually
  88. Resources::load
  89. - Will automatically load all dependencies, optionally add a boolean that allows you to load only the main asset
  90. ProjectLibrary
  91. - Needs to be extended so it shows sub-resources in tree view
  92. - 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?)
  93. ---------------------
  94. With this approach I can:
  95. - Reference and load the sub-resources directly
  96. - Technically I can also delete sub-resources