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- GIZMO TODO:
- - Make a C# wrapper for Camera and Renderable
- REFACTOR material getParams* and related classes. Those params should update all gpu program params that share that variable, not just the first found
- Need a way to drag and drop items from Scene tree view to Scene view
- When dragging a handle make sure it works when cursor leaves the scene view
- Also make sure that handle manager receives mouse up event if its done outside of scene view
- When selecting/deselecting stuff handle display is delayed
- Add C# methods for retrieving handle size and snap amounts
- Actually make use of snapping in MoveHandle
- Test if fixed size handles & snapping work
- -----------
- Start work on C# Camera, and C# EditorApplication.sceneCamera
- - I'll need to replace all current uses of scene camera with CameraHandler?? Since this camera will have to be a ManagedComponent...
- Test handles
- - Test a custom handle from C#
- - FINISH HANDLE IMPLEMENTATION AND GLUE EVERYTHING TOGHETHER
- IMPLEMENT SELECTION RENDERING
- IMPROVE SceneGrid LOOK
- - LIKELY USE PIXEL SceneGrid WITH AA
- - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture
- LATER:
- - Need a way to render text for gizmos and handles, and in scene in general
- - Add drag to select
- - Need a better system to catch broken shaders. DX11 just draws nothing with depth, DX9 draws all white.
- ----------------------------------------------------------------------
- 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
- 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
- ----------------------------------------------------
- STAGE 1
- CONCRETE TODO:
- HandleSliderPlane/HandleSliderDisc
- - update() implementation
- ----------------------------------------------------
- STAGE 2
- Implement RotateHandle & ScaleHandle in C#
- - Nearest point to disc/arc code
- Add free move, free rotate, free scale functionality
- Handles that remain the same size regardless of distance from camera
- - For both drawing and collision
- More complex types for drawing like DrawArrow in HandleDrawManager
- ----------------------------------------------------------------------
- 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
- ---------------------------------------------------------------------
- Multi-resources
- Importer::import
- - Each SpecificImporter is responsible for importing all needed resources and registering them with Resources manager
- - However only the main resource is returned from that method
- - Rest of the resources are referenced by the UUID in ResourceMeta and can be retrieved there if needed
- Resources::save
- - Add to documentation that it will only save that exact resource and not any dependencies, you must call save() for them manually
- Resources::load
- - Will automatically load all dependencies, optionally add a boolean that allows you to load only the main asset
- ProjectLibrary
- - Needs to be extended so it shows sub-resources in tree view
- - 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?)
- ---------------------
- With this approach I can:
- - Reference and load the sub-resources directly
- - Technically I can also delete sub-resources
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