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SceneView.txt 4.5 KB

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  1. GIZMO TODO:
  2. - Make a C# wrapper for Camera and Renderable
  3. REFACTOR material getParams* and related classes. Those params should update all gpu program params that share that variable, not just the first found
  4. Need a way to drag and drop items from Scene tree view to Scene view
  5. When dragging a handle make sure it works when cursor leaves the scene view
  6. Also make sure that handle manager receives mouse up event if its done outside of scene view
  7. When selecting/deselecting stuff handle display is delayed
  8. Add C# methods for retrieving handle size and snap amounts
  9. Actually make use of snapping in MoveHandle
  10. Test if fixed size handles & snapping work
  11. -----------
  12. Start work on C# Camera, and C# EditorApplication.sceneCamera
  13. - I'll need to replace all current uses of scene camera with CameraHandler?? Since this camera will have to be a ManagedComponent...
  14. Test handles
  15. - Test a custom handle from C#
  16. - FINISH HANDLE IMPLEMENTATION AND GLUE EVERYTHING TOGHETHER
  17. IMPLEMENT SELECTION RENDERING
  18. IMPROVE SceneGrid LOOK
  19. - LIKELY USE PIXEL SceneGrid WITH AA
  20. - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture
  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