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- GIZMO TODO:
- - Make a C# wrapper for Camera and Renderable
- Set up Application::getPrimaryViewport so it returns a valid viewport otherwise C# Camera won't work properly
- 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
- Create the scene widget completely in C#?
- - Port Camera/viewport, RenderTexture, SceneCameraController, Input, ProjectSettings, SceneGrid
- - Will need to track when widget resizes so I can resize the render target
- - Handle manager update will originate from the widget
- - Actually it could still be done from C++
- - How will scene grid rendering be handled? Currently it's done from a render() callback
- - It's still going to have a C++ representation, just call the callback there
- - I will still need a C++ version of scene widget (not in script code but in editor code) because handle/gizmo manager reference it
-
- AFTER I have scene widget in C#:
- - Finish up C# Handles class so it returns proper values
- - Ensure fixed handle size and handle snapping works
- - Implement free move handle and remaining handles
- - Test custom handles from C#
- 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
- ---------------------------------------------------------------------
- Render textures in C#:
- - In C# have Texture2D, TextureCube, TextureVolume, Texture2DArray. They should have a common Texture base.
- - Each of those can be created with a Renderable flag
- - Render textures mirror what we have in C++
- - RenderTexture and MultiRenderTexture (since we have these separate representation we don't need RenderBuffer that Unity has)
- - You can provide an existing texture from types listed above, or create a new render target and
- create a basic 2D texture (multiple constructors)
- - Both RT types should have their color buffer (s) and depth buffer accessible as a texture to be used for rendering, or for reading
- ---------------------------------------------------------------------
- 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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