SceneView.txt 4.7 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. REFACTOR material getParams* and related classes. Those params should update all gpu program params that share that variable, not just the first found
  6. Add a way to render GUI image without alpha
  7. Line slider collider intersection doesn't work properly
  8. Handles need to render in front of everything
  9. Clicking on empty space needs to deselect everything
  10. D3D11HardwareBuffer::writeData provides incorrect parameters to UpdateSubresource() (length & offset)
  11. Test gizmos
  12. - HOOK UP GIZMO SELECTION and test it
  13. Test handles
  14. - Test basic move handle
  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. Need a way to drag and drop items from Scene tree view to Scene view
  22. LATER:
  23. - Need a way to render text for gizmos and handles, and in scene in general
  24. - Add drag to select
  25. - Need a better system to catch broken shaders. DX11 just draws nothing with depth, DX9 draws all white.
  26. ----------------------------------------------------------------------
  27. Handles
  28. SliderLine - position, direction, length
  29. - When initially activated it records position nearest so the line as the starting point
  30. - Further mouse dragging also finds nearest position to the line
  31. - Difference between those two results in a float value (how much to move along direction from position to reach new position)
  32. - Slider line has a capsule + sphere collider size of which can be set manually
  33. SliderPlane - position, normal, size
  34. - Similar to line slider only the direction is determined dynamically as well as distance
  35. - Outputs a Vector2 (direction * distance moved)
  36. - A OOB is used as a collider
  37. SliderDisc - position, normal, radius
  38. - When initially activated it records position nearest so the disc as the starting point
  39. - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on
  40. - Distance along that direction is returned as amount of movement (similar to line slider)
  41. - Outputs a single float
  42. - A torus is used as a collider
  43. Free move/rotate/scale handles need to exist as well
  44. - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera
  45. - Move also use SliderPlane oriented towards camera
  46. - Rotation use SliderDisc oriented towards camera
  47. ----------------------------------------------------
  48. STAGE 1
  49. CONCRETE TODO:
  50. HandleSliderPlane/HandleSliderDisc
  51. - update() implementation
  52. ----------------------------------------------------
  53. STAGE 2
  54. Implement RotateHandle & ScaleHandle in C#
  55. - Nearest point to disc/arc code
  56. Add free move, free rotate, free scale functionality
  57. Handles that remain the same size regardless of distance from camera
  58. - For both drawing and collision
  59. More complex types for drawing like DrawArrow in HandleDrawManager
  60. ----------------------------------------------------------------------
  61. SelectionRenderer
  62. Retrieve a list of selected objects from SelectionManager
  63. Find ones with Renderable components
  64. Retrieve Meshes, and world transforms from them
  65. Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
  66. ---------------------------------------------------------------------
  67. Multi-resources
  68. Importer::import
  69. - Each SpecificImporter is responsible for importing all needed resources and registering them with Resources manager
  70. - However only the main resource is returned from that method
  71. - Rest of the resources are referenced by the UUID in ResourceMeta and can be retrieved there if needed
  72. Resources::save
  73. - Add to documentation that it will only save that exact resource and not any dependencies, you must call save() for them manually
  74. Resources::load
  75. - Will automatically load all dependencies, optionally add a boolean that allows you to load only the main asset
  76. ProjectLibrary
  77. - Needs to be extended so it shows sub-resources in tree view
  78. - 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?)
  79. ---------------------
  80. With this approach I can:
  81. - Reference and load the sub-resources directly
  82. - Technically I can also delete sub-resources