SceneView.txt 4.6 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. Crash related to Handles when object is selected
  8. Exception related to handle manager on shutdown
  9. Cannot pick gizmo icon
  10. Cone handle doesn't render properly
  11. Line slider collider intersection doesn't work properly
  12. Test gizmos
  13. - HOOK UP GIZMO SELECTION and test it
  14. Test handles
  15. - Test basic move handle
  16. - Test a custom handle from C#
  17. - FINISH HANDLE IMPLEMENTATION AND GLUE EVERYTHING TOGHETHER
  18. IMPLEMENT SELECTION RENDERING
  19. IMPROVE SceneGrid LOOK
  20. - LIKELY USE PIXEL SceneGrid WITH AA
  21. - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture
  22. Need a way to drag and drop items from Scene tree view to Scene view
  23. LATER:
  24. - Need a way to render text for gizmos and handles, and in scene in general
  25. - Add drag to select
  26. - Need a better system to catch broken shaders. DX11 just draws nothing with depth, DX9 draws all white.
  27. ----------------------------------------------------------------------
  28. Handles
  29. SliderLine - position, direction, length
  30. - When initially activated it records position nearest so the line as the starting point
  31. - Further mouse dragging also finds nearest position to the line
  32. - Difference between those two results in a float value (how much to move along direction from position to reach new position)
  33. - Slider line has a capsule + sphere collider size of which can be set manually
  34. SliderPlane - position, normal, size
  35. - Similar to line slider only the direction is determined dynamically as well as distance
  36. - Outputs a Vector2 (direction * distance moved)
  37. - A OOB is used as a collider
  38. SliderDisc - position, normal, radius
  39. - When initially activated it records position nearest so the disc as the starting point
  40. - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on
  41. - Distance along that direction is returned as amount of movement (similar to line slider)
  42. - Outputs a single float
  43. - A torus is used as a collider
  44. Free move/rotate/scale handles need to exist as well
  45. - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera
  46. - Move also use SliderPlane oriented towards camera
  47. - Rotation use SliderDisc oriented towards camera
  48. ----------------------------------------------------
  49. STAGE 1
  50. CONCRETE TODO:
  51. HandleSliderPlane/HandleSliderDisc
  52. - update() implementation
  53. ----------------------------------------------------
  54. STAGE 2
  55. Implement RotateHandle & ScaleHandle in C#
  56. - Nearest point to disc/arc code
  57. Add free move, free rotate, free scale functionality
  58. Handles that remain the same size regardless of distance from camera
  59. - For both drawing and collision
  60. More complex types for drawing like DrawArrow in HandleDrawManager
  61. ----------------------------------------------------------------------
  62. SelectionRenderer
  63. Retrieve a list of selected objects from SelectionManager
  64. Find ones with Renderable components
  65. Retrieve Meshes, and world transforms from them
  66. Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
  67. ---------------------------------------------------------------------
  68. Multi-resources
  69. Importer::import
  70. - Each SpecificImporter is responsible for importing all needed resources and registering them with Resources manager
  71. - However only the main resource is returned from that method
  72. - Rest of the resources are referenced by the UUID in ResourceMeta and can be retrieved there if needed
  73. Resources::save
  74. - Add to documentation that it will only save that exact resource and not any dependencies, you must call save() for them manually
  75. Resources::load
  76. - Will automatically load all dependencies, optionally add a boolean that allows you to load only the main asset
  77. ProjectLibrary
  78. - Needs to be extended so it shows sub-resources in tree view
  79. - 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?)
  80. ---------------------
  81. With this approach I can:
  82. - Reference and load the sub-resources directly
  83. - Technically I can also delete sub-resources