SceneView.txt 4.2 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. Add a way to render GUI image without alpha
  5. Line slider collider intersection doesn't work properly
  6. Handles need to render in front of everything
  7. Clicking on empty space needs to deselect everything
  8. Test gizmos
  9. - HOOK UP GIZMO SELECTION and test it
  10. Test handles
  11. - Test basic move handle
  12. - Test a custom handle from C#
  13. - FINISH HANDLE IMPLEMENTATION AND GLUE EVERYTHING TOGHETHER
  14. IMPLEMENT SELECTION RENDERING
  15. IMPROVE SceneGrid LOOK
  16. - LIKELY USE PIXEL SceneGrid WITH AA
  17. - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture
  18. Need a way to drag and drop items from Scene tree view to Scene view
  19. LATER:
  20. - Need a way to render text for gizmos and handles, and in scene in general
  21. - Add drag to select
  22. - Need a better system to catch broken shaders. DX11 just draws nothing with depth, DX9 draws all white.
  23. ----------------------------------------------------------------------
  24. Handles
  25. SliderLine - position, direction, length
  26. - When initially activated it records position nearest so the line as the starting point
  27. - Further mouse dragging also finds nearest position to the line
  28. - Difference between those two results in a float value (how much to move along direction from position to reach new position)
  29. - Slider line has a capsule + sphere collider size of which can be set manually
  30. SliderPlane - position, normal, size
  31. - Similar to line slider only the direction is determined dynamically as well as distance
  32. - Outputs a Vector2 (direction * distance moved)
  33. - A OOB is used as a collider
  34. SliderDisc - position, normal, radius
  35. - When initially activated it records position nearest so the disc as the starting point
  36. - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on
  37. - Distance along that direction is returned as amount of movement (similar to line slider)
  38. - Outputs a single float
  39. - A torus is used as a collider
  40. Free move/rotate/scale handles need to exist as well
  41. - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera
  42. - Move also use SliderPlane oriented towards camera
  43. - Rotation use SliderDisc oriented towards camera
  44. ----------------------------------------------------
  45. STAGE 1
  46. CONCRETE TODO:
  47. HandleSliderPlane/HandleSliderDisc
  48. - update() implementation
  49. ----------------------------------------------------
  50. STAGE 2
  51. Implement RotateHandle & ScaleHandle in C#
  52. - Nearest point to disc/arc code
  53. Add free move, free rotate, free scale functionality
  54. Handles that remain the same size regardless of distance from camera
  55. - For both drawing and collision
  56. More complex types for drawing like DrawArrow in HandleDrawManager
  57. ----------------------------------------------------------------------
  58. SelectionRenderer
  59. Retrieve a list of selected objects from SelectionManager
  60. Find ones with Renderable components
  61. Retrieve Meshes, and world transforms from them
  62. Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
  63. ---------------------------------------------------------------------
  64. Multi-resources
  65. Importer::import
  66. - Each SpecificImporter is responsible for importing all needed resources and registering them with Resources manager
  67. - However only the main resource is returned from that method
  68. - Rest of the resources are referenced by the UUID in ResourceMeta and can be retrieved there if needed
  69. Resources::save
  70. - Add to documentation that it will only save that exact resource and not any dependencies, you must call save() for them manually
  71. Resources::load
  72. - Will automatically load all dependencies, optionally add a boolean that allows you to load only the main asset
  73. ProjectLibrary
  74. - Needs to be extended so it shows sub-resources in tree view
  75. - 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?)
  76. ---------------------
  77. With this approach I can:
  78. - Reference and load the sub-resources directly
  79. - Technically I can also delete sub-resources