SceneView.txt 6.1 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. RESOURCES CAN BE INCORRECTLY CAST between each other. e.g. HSpriteTexture to HTexture will be cast implicitly.
  6. Second pass for Gizmo ICon rendering doesn't work - actually it doesn't seem to render at all even if I send normal depth compare function
  7. TESTING:
  8. - Test picking on an object with alpha
  9. - Ensure that selecting an item in scene properly marks it in scene view
  10. - Ensure that selecting an item in scene or resource tree view properly updates Selection
  11. Test gizmos
  12. - Test rendering of icon gizmos
  13. - Need a way to load a texture from C# (Extend ProjectLibrary?)
  14. - HOOK UP GIZMO SELECTION and test it
  15. Test handles
  16. - Test basic move handle
  17. - Test a custom handle from C#
  18. - FINISH HANDLE IMPLEMENTATION AND GLUE EVERYTHING TOGHETHER
  19. IMPLEMENT SELECTION RENDERING
  20. IMPROVE SceneGrid LOOK
  21. - LIKELY USE PIXEL SceneGrid WITH AA
  22. - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture
  23. Need a way to drag and drop items from Scene tree view to Scene view
  24. LATER:
  25. - Need a way to render text for gizmos and handles, and in scene in general
  26. - Add drag to select
  27. - Need a better system to catch broken shaders. DX11 just draws nothing with depth, DX9 draws all white.
  28. ----------------------------------------------------------------------
  29. Handles
  30. SliderLine - position, direction, length
  31. - When initially activated it records position nearest so the line as the starting point
  32. - Further mouse dragging also finds nearest position to the line
  33. - Difference between those two results in a float value (how much to move along direction from position to reach new position)
  34. - Slider line has a capsule + sphere collider size of which can be set manually
  35. SliderPlane - position, normal, size
  36. - Similar to line slider only the direction is determined dynamically as well as distance
  37. - Outputs a Vector2 (direction * distance moved)
  38. - A OOB is used as a collider
  39. SliderDisc - position, normal, radius
  40. - When initially activated it records position nearest so the disc as the starting point
  41. - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on
  42. - Distance along that direction is returned as amount of movement (similar to line slider)
  43. - Outputs a single float
  44. - A torus is used as a collider
  45. Free move/rotate/scale handles need to exist as well
  46. - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera
  47. - Move also use SliderPlane oriented towards camera
  48. - Rotation use SliderDisc oriented towards camera
  49. ----------------------------------------------------
  50. STAGE 1
  51. CONCRETE TODO:
  52. HandleSliderPlane/HandleSliderDisc
  53. - update() implementation
  54. ScriptHandleManager
  55. - Needs to be started up somewhere
  56. SceneEditorWidget
  57. - Need to glue everything together
  58. ----------------------------------------------------
  59. STAGE 2
  60. Implement RotateHandle & ScaleHandle in C#
  61. - Nearest point to disc/arc code
  62. Add free move, free rotate, free scale functionality
  63. Handles that remain the same size regardless of distance from camera
  64. - For both drawing and collision
  65. More complex types for drawing like DrawArrow in HandleDrawManager
  66. ----------------------------------------------------------------------
  67. SelectionRenderer
  68. Retrieve a list of selected objects from SelectionManager
  69. Find ones with Renderable components
  70. Retrieve Meshes, and world transforms from them
  71. Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
  72. ----------------------------------------------------------------------
  73. SceneView editor flow:
  74. Hook up gizmo, handle and selection rendering methods to be executed after the scene is rendered
  75. Calculate mouse coords manually relative to the window and to the render texture GUI element
  76. - Don't use GUI events as we require more precise control (do we?)
  77. Detect mouse clicks on the scene render target
  78. Forward those mouse coordinates to HandleManager
  79. It checks if screen ray intersects any handles and returns the handle if it does
  80. If handle is found it is activated and method returns
  81. Otherwise we mark the coordinates as selection start
  82. Detect mouse drag on the scene render target
  83. - If we have an active handle
  84. Forward mouse coordinates to the active handle so it can do its thing
  85. return
  86. - Otherwise its assumed we are dragging a selection
  87. Update selection endpoint and send it to ScenePicking
  88. Use Selection to select picked objects if any
  89. return
  90. Detect mouse release on scene render target
  91. If we have an active handle
  92. Clear active handle
  93. return
  94. Otheriwse its assumed we are dragging a selection
  95. Do nothing
  96. return
  97. ---------------------------------------------------------------------
  98. Multi-resources
  99. Importer::import
  100. - Each SpecificImporter is responsible for importing all needed resources and registering them with Resources manager
  101. - However only the main resource is returned from that method
  102. - Rest of the resources are referenced by the UUID in ResourceMeta and can be retrieved there if needed
  103. Resources::save
  104. - Add to documentation that it will only save that exact resource and not any dependencies, you must call save() for them manually
  105. Resources::load
  106. - Will automatically load all dependencies, optionally add a boolean that allows you to load only the main asset
  107. ProjectLibrary
  108. - Needs to be extended so it shows sub-resources in tree view
  109. - 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?)
  110. ---------------------
  111. With this approach I can:
  112. - Reference and load the sub-resources directly
  113. - Technically I can also delete sub-resources