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. Line slider collider intersection doesn't work properly
  5. Handles need to render in front of everything
  6. Clicking on empty space needs to deselect everything
  7. Test gizmos
  8. - HOOK UP GIZMO SELECTION and test it
  9. Test handles
  10. - Test basic move handle
  11. - Test a custom handle from C#
  12. - FINISH HANDLE IMPLEMENTATION AND GLUE EVERYTHING TOGHETHER
  13. IMPLEMENT SELECTION RENDERING
  14. IMPROVE SceneGrid LOOK
  15. - LIKELY USE PIXEL SceneGrid WITH AA
  16. - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture
  17. Need a way to drag and drop items from Scene tree view to Scene view
  18. LATER:
  19. - Need a way to render text for gizmos and handles, and in scene in general
  20. - Add drag to select
  21. - Need a better system to catch broken shaders. DX11 just draws nothing with depth, DX9 draws all white.
  22. ----------------------------------------------------------------------
  23. Handles
  24. SliderLine - position, direction, length
  25. - When initially activated it records position nearest so the line as the starting point
  26. - Further mouse dragging also finds nearest position to the line
  27. - Difference between those two results in a float value (how much to move along direction from position to reach new position)
  28. - Slider line has a capsule + sphere collider size of which can be set manually
  29. SliderPlane - position, normal, size
  30. - Similar to line slider only the direction is determined dynamically as well as distance
  31. - Outputs a Vector2 (direction * distance moved)
  32. - A OOB is used as a collider
  33. SliderDisc - position, normal, radius
  34. - When initially activated it records position nearest so the disc as the starting point
  35. - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on
  36. - Distance along that direction is returned as amount of movement (similar to line slider)
  37. - Outputs a single float
  38. - A torus is used as a collider
  39. Free move/rotate/scale handles need to exist as well
  40. - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera
  41. - Move also use SliderPlane oriented towards camera
  42. - Rotation use SliderDisc oriented towards camera
  43. ----------------------------------------------------
  44. STAGE 1
  45. CONCRETE TODO:
  46. HandleSliderPlane/HandleSliderDisc
  47. - update() implementation
  48. ----------------------------------------------------
  49. STAGE 2
  50. Implement RotateHandle & ScaleHandle in C#
  51. - Nearest point to disc/arc code
  52. Add free move, free rotate, free scale functionality
  53. Handles that remain the same size regardless of distance from camera
  54. - For both drawing and collision
  55. More complex types for drawing like DrawArrow in HandleDrawManager
  56. ----------------------------------------------------------------------
  57. SelectionRenderer
  58. Retrieve a list of selected objects from SelectionManager
  59. Find ones with Renderable components
  60. Retrieve Meshes, and world transforms from them
  61. Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
  62. ---------------------------------------------------------------------
  63. Multi-resources
  64. Importer::import
  65. - Each SpecificImporter is responsible for importing all needed resources and registering them with Resources manager
  66. - However only the main resource is returned from that method
  67. - Rest of the resources are referenced by the UUID in ResourceMeta and can be retrieved there if needed
  68. Resources::save
  69. - Add to documentation that it will only save that exact resource and not any dependencies, you must call save() for them manually
  70. Resources::load
  71. - Will automatically load all dependencies, optionally add a boolean that allows you to load only the main asset
  72. ProjectLibrary
  73. - Needs to be extended so it shows sub-resources in tree view
  74. - 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?)
  75. ---------------------
  76. With this approach I can:
  77. - Reference and load the sub-resources directly
  78. - Technically I can also delete sub-resources