Difference between revisions of "ShipEditor"
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− | + | = OLM = | |
* ObjectOriented-Lowpoly-Modeller | * ObjectOriented-Lowpoly-Modeller | ||
* Prism Based -> enhanced Interior Detection and Mesh-Management | * Prism Based -> enhanced Interior Detection and Mesh-Management | ||
− | == | + | == Headers == |
<pre><nowiki> | <pre><nowiki> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
</nowiki></pre> | </nowiki></pre> | ||
<code> | <code> | ||
− | + | class iSmartPointable<class _T> { | |
− | + | public: | |
− | // | + | void RegisterSmartPtr (SmartPtr<_T>* p); |
− | // | + | void UnregisterSmartPtr (SmartPtr<_T>* p); |
+ | SmartPtr<_T>* GetSmartPtr (iSmartPtrListener* listener); | ||
+ | |||
+ | protected: | ||
+ | std::List<SmartPtr<_T>*> smartPointers; | ||
+ | iSmartPointable(); // empty, protected (must inherit) | ||
+ | ~iSmartPointable(); // calls NotifyDestroy() of all smartPointers | ||
+ | void NotifySmartPtrChange(const int code); // calls NotifyChange() of all smartPointers (idea) | ||
+ | } | ||
− | + | class iSmartPtrListener<class _T> { | |
− | void | + | public : |
+ | virtual void NotifySmartPtrDestroy (SmartPtr<_T>* sp); | ||
+ | virtual void NotifySmartPtrChange (SmartPtr<_T>* sp,const int code); | ||
+ | } | ||
− | SmartPtr< | + | class SmartPtr<class _T> { |
− | + | public : | |
− | iSmartPtrListener* listener; // | + | SmartPtr (_T* target=0,iSmartPtrListener<_T>* listener=0); // target=0 possible !!! (register) |
− | + | ~SmartPtr (); // (unregister) | |
− | + | void SetTarget (_T* target) // unregister old + register new | |
− | void NotifyDestroy (); // | + | void NotifyDestroy (); // calls listener->NotifyDestroy() |
− | // | + | _T& operator = (_T* cmp) // test for equality |
+ | _T& operator = (SmartPtr<_T> cmp) // test for equality | ||
+ | _T& operator * () // todo : lookup syntax for (*smartptr), something like (int dummy) | ||
+ | _T& operator -> () | ||
+ | |||
+ | private : | ||
+ | _T* target; // _T must be iSmartPointable, can be 0 | ||
+ | iSmartPtrListener* listener; // can be 0 | ||
+ | } | ||
</code> | </code> | ||
<code> | <code> | ||
− | + | class iEditable { | |
− | + | public : | |
− | + | virtual void Move (Vec3 v); | |
− | + | virtual void Scale (Vec3 v,Vec3 o = gVec3Zero); // might not operate on vertices ! | |
− | + | virtual void Rotate (Vec3 v,Vec3 o = gVec3Zero); | |
− | + | virtual void Rotate (Quaternion q,Vec3 o = gVec3Zero); | |
− | + | // void transform(matrix m) ? might not operate on vertices (cockpit-component is iEditable) | |
− | + | } | |
− | + | ||
− | + | ||
− | + | ||
</code> | </code> | ||
<code> | <code> | ||
− | + | class iMeshLike : public iEditable { | |
− | list GetLinkedSides(SideNum); | + | public : |
− | list GetLinkedVertices(VertexNum); | + | virtual Vec3& EditVertex (const int i); // throws exception if index out of bounds |
− | list GetLinkedEdges(EdgeNum); | + | virtual int CountVertices (); |
− | list GetSideVertices(SideNum); | + | Vec3 GetBoundsMin (); |
− | list GetEdgeVertices(EdgeNum); | + | Vec3 GetBoundsMax (); |
− | vertex,side,edge enumeration and access | + | Vec3 GetBoundsCenter (); |
− | editable functions | + | Vec3 GetPivot (); |
− | position+rotation access -> coordinate conversion + align rotation. | + | |
− | flags for lock vertices, lock pos/rot... | + | // todo : readonly lists or complete management in this class ? |
− | + | // usecase : ship-frame(readwrite) cockpit(readonly:just one dockable side, and move/rotatable for complete object) | |
− | + | list GetLinkedSides(SideNum); | |
− | + | list GetLinkedVertices(VertexNum); | |
− | + | list GetLinkedEdges(EdgeNum); | |
− | + | list GetSideVertices(SideNum); | |
− | + | list GetEdgeVertices(EdgeNum); | |
− | + | vertex,side,edge enumeration and access | |
− | // visual feedback(side/edge/face hilighting, gizmos...) implemented in this class ?? | + | editable functions |
+ | position+rotation access -> coordinate conversion + align rotation. | ||
+ | flags for lock vertices, lock pos/rot... | ||
+ | cockpit is model with one designated side for docking, | ||
+ | vertices cannot be changed, but position+rotation change is possible | ||
+ | framecomponent does not need to use rotation, as the vertices are usualle freely movable | ||
+ | when docked to cockpit, and moving the docked side, try to rotate/move the cockpit | ||
+ | as closely as possible, then readjust vertices | ||
+ | also otpional "lock form/vertices" for completed frame components (only rotate/position) | ||
+ | -> behave similar to cockpit | ||
+ | // visual feedback(side/edge/face hilighting, gizmos...) implemented in this class ?? | ||
+ | } | ||
</code> | </code> | ||
<code> | <code> | ||
− | + | class cComponent { | |
− | SmartPtr< | + | public: |
− | position,rotation | + | SmartPtr<cComponent> parent; // =0 for top, frame:group,maschine:frame,... |
− | GetBounds() | + | position,rotation |
− | GenBluePrint(tex,axis,offset,scale,colors) | + | GetBounds() |
− | Cast2Group() | + | GenBluePrint(tex,axis,offset,scale,colors) |
− | Cast2Frame() | + | Cast2Group() |
− | ComponentType* type; | + | Cast2Frame() |
− | // emissions for sensors.... | + | ComponentType* type; |
− | // blueprint status display : functionality and damage | + | // emissions for sensors.... |
− | NotifyDamage(); // Section (groupname) has been hit.. | + | // blueprint status display : functionality and damage |
− | GetDescription(); | + | NotifyDamage(); // Section (groupname) has been hit.. |
− | // also baseclass for inner-maschinery etc... | + | GetDescription(); |
− | // coordinate translation ! (rotation) | + | // also baseclass for inner-maschinery etc... |
− | //intersection,inclusion-calc | + | // coordinate translation ! (rotation) |
+ | //intersection,inclusion-calc | ||
+ | } | ||
</code> | </code> | ||
Line 91: | Line 111: | ||
<code> | <code> | ||
− | + | class cFrameComponent : public iMeshLike { | |
− | list<Vec3> top; | + | public: |
− | list<Vec3> bot; | + | list<Vec3> top; |
− | int flags; | + | list<Vec3> bot; |
− | EditComponent GetEditComponent (); // null or overridden | + | int flags; |
+ | EditComponent GetEditComponent (); // null or overridden | ||
+ | } | ||
</code> | </code> | ||
<code> | <code> | ||
− | + | class cModuleComponent : public iMeshLike { // ??? iMeshLike -> iEditable outside editor (deform from hit ??) | |
− | list<list<Vec3>> sides; | + | public: |
− | // throws exceptions on illegal edit | + | list<list<Vec3>> sides; |
− | // cockpit, solarpanel... | + | // throws exceptions on illegal edit |
+ | // cockpit, solarpanel... | ||
+ | } | ||
</code> | </code> | ||
− | < | + | <code> |
− | + | class cComponentType { | |
− | // SteelFrame,TitanFrame,Cockpit... | + | public: |
− | </ | + | // SteelFrame,TitanFrame,Cockpit... |
+ | } | ||
+ | </code> | ||
− | < | + | <code> |
− | + | class cEditComponent { | |
− | // lists for selected vertices,edges,sides and whole FrameComponent | + | public: |
− | </ | + | // lists for selected vertices,edges,sides and whole FrameComponent |
+ | } | ||
+ | </code> | ||
− | < | + | <code> |
− | + | class cSelection : iEditable { | |
− | // Selection != Group, as selection can be mutliple vertices/faces/lines... | + | public: |
− | </ | + | // Selection != Group, as selection can be mutliple vertices/faces/lines... |
+ | } | ||
+ | </code> | ||
− | < | + | <code> |
− | + | class cComponentGroup { | |
− | list<Component> elements; | + | public: |
− | </ | + | std::string name; |
+ | std::list<Component> elements; | ||
+ | } | ||
+ | </code> | ||
− | < | + | <code> |
− | EditComponentGroup | + | class EditComponentGroup { |
− | // type of elements = EditComponent, use Component->GetEditComponent() | + | public: |
− | </ | + | // type of elements = EditComponent, use Component->GetEditComponent() |
+ | } | ||
+ | </code> | ||
− | < | + | <code> |
− | + | class cMouseMode { | |
− | activate,deactivate | + | public : |
− | child-functions ?? | + | // activate (=constructor),deactivate(=destructor) |
− | + | // step(=draw gizmos, active child as param ???), | |
+ | // abort(by rightclick, activates parent if set) | ||
+ | // child-functions ?? | ||
+ | // hold SmartPtr to "cGizmo"s, and abort/selfkill on NotifyDestroy ? | ||
+ | } | ||
+ | </code> | ||
− | < | + | <code> |
− | + | class cGizmo { | |
− | bool MouseOver(Vec3 o,Vec3 v); | + | public: |
− | // click+drag // TODO : Research : CEGUI click+drag handling | + | bool MouseOver(Vec3 o,Vec3 v); |
− | </ | + | // click+drag // TODO : Research : CEGUI click+drag handling |
+ | // drawing, scaling from + - | ||
+ | // move,scale,rot : smartptr to iEditable, selfkill on NotifyDestroy | ||
+ | } | ||
+ | </code> | ||
+ | |||
+ | |||
+ | <code> | ||
+ | class cGrid { | ||
+ | public: | ||
+ | // snapping support (iSnappable ??) | ||
+ | // | ||
+ | } | ||
+ | </code> | ||
+ | |||
+ | == Diagrams == | ||
<graph>digraph G { | <graph>digraph G { | ||
− | + | cGizmo -> cAxisGizmo -> { cMoveGizmo, cScaleGizmo }; | |
− | + | cGizmo -> cRotateGizmo; | |
}</graph> | }</graph> | ||
<graph>digraph G { | <graph>digraph G { | ||
− | + | cFrameComponent -> cComponent; | |
− | + | cGameComponent -> cComponent; | |
+ | cGameFrameComponent -> cFrameComponent; | ||
+ | cEditFrameComponent -> {cFrameComponent,iMeshLike}; | ||
+ | cSelection -> iEditable; | ||
+ | cComponentGroup -> cComponent; | ||
+ | cEditComponentGroup -> {cComponentGroup,iEditable} | ||
}</graph> | }</graph> | ||
− | |||
− | + | == use cases == | |
− | + | ||
− | + | ||
− | + | ||
− | + | === start first spaceship frame === | |
+ | * select create-frame tool | ||
+ | * click and drag from corner A (somewhere on grid) to corner B of the bottom side | ||
+ | * release mouse and move up/down to place the top side | ||
+ | * click to finish | ||
+ | === extrude or bevel single side === | ||
+ | * select extrude or bevel tool | ||
+ | * click on side (not in selection) and drag to bevel/extrude this one side | ||
+ | * if extrude | ||
+ | ** release to finish | ||
+ | * elseif bevel | ||
+ | ** release starts scaling the extruded face | ||
+ | ** click to finish | ||
− | + | === bevel/extrude selection === | |
+ | * select pointer/selection tool | ||
+ | * select face mode from mode tool (vertex/edge/face/component/group) | ||
+ | * click + drag to select everything within rectangular area (rect-gizmo) | ||
+ | * shift : add to selection, ctrl : remove from selection : change cursor | ||
+ | * shift-click on single faces to add them to the selection | ||
+ | * select extrude/bevel tool | ||
+ | * click on side (in selection) and drag to bevel/extrude the selected faces together | ||
+ | * if extrude | ||
+ | ** release to finish | ||
+ | * elseif bevel | ||
+ | ** release starts scaling the extruded face | ||
+ | ** click to finish | ||
− | + | == todo's == | |
− | + | ||
+ | * TODO : NameSpace for Editor ? (or just for whole project) | ||
+ | * TODO : Research : Multiple Inheritance : Con-/Destructor Calling and Order | ||
+ | * TODO : Research : Multiple Inheritance : automatic casting ??? or static_cast<Type>(ptr) | ||
+ | * TODO : Research : Trac : auto-generate tickets from doxygen TODOs | ||
+ | * TODO : Research : Exceptions | ||
+ | * TODO : Research : Decorator : editor for framecomponent | ||
+ | * TODO : Research : Python for Editor ? | ||
+ | * TODO : Research : DesignPattern : Memento for Create/Destroy-Command | ||
+ | * Todo : Research : DesignPattern : Builder -> ComponentBuilder | ||
+ | == notes/ideas == | ||
=== Intuitive Behavior === | === Intuitive Behavior === |
Revision as of 19:31, 22 November 2005
Contents
- 1 OLM
- 1.1 Headers
- 1.2 Diagrams
- 1.3 use cases
- 1.4 todo's
- 1.5 notes/ideas
- 1.5.1 Intuitive Behavior
- 1.5.2 StackTracer/Profile
- 1.5.3 Custom-Assert
- 1.5.4 Linking
- 1.5.5 Locking
- 1.5.6 Face/Edge/Vertex Indexing
- 1.5.7 Symetry
- 1.5.8 Editing
- 1.5.9 Move,Scale,Rotate
- 1.5.10 Creation
- 1.5.11 Selection
- 1.5.12 Picking
- 1.5.13 Tools
- 1.5.14 Gizmos
- 1.5.15 Click / Drag Handling
- 1.5.16 Spawning/ObjectCreation
- 1.5.17 Inclusion/Intersection Warning
- 1.5.18 Blinking/Signal lights
- 1.5.19 Sensors
- 1.5.20 ComponentTypes
- 1.5.21 SampleComponents
- 1.5.22 Naming Scheme
OLM
- ObjectOriented-Lowpoly-Modeller
- Prism Based -> enhanced Interior Detection and Mesh-Management
Headers
class iSmartPointable{ public: void RegisterSmartPtr (SmartPtr<_T>* p); void UnregisterSmartPtr (SmartPtr<_T>* p); SmartPtr<_T>* GetSmartPtr (iSmartPtrListener* listener); protected: std::List *> smartPointers; iSmartPointable(); // empty, protected (must inherit) ~iSmartPointable(); // calls NotifyDestroy() of all smartPointers void NotifySmartPtrChange(const int code); // calls NotifyChange() of all smartPointers (idea) } class iSmartPtrListener { public : virtual void NotifySmartPtrDestroy (SmartPtr<_T>* sp); virtual void NotifySmartPtrChange (SmartPtr<_T>* sp,const int code); } class SmartPtr { public : SmartPtr (_T* target=0,iSmartPtrListener<_T>* listener=0); // target=0 possible !!! (register) ~SmartPtr (); // (unregister) void SetTarget (_T* target) // unregister old + register new void NotifyDestroy (); // calls listener->NotifyDestroy() _T& operator = (_T* cmp) // test for equality _T& operator = (SmartPtr<_T> cmp) // test for equality _T& operator * () // todo : lookup syntax for (*smartptr), something like (int dummy) _T& operator -> () private : _T* target; // _T must be iSmartPointable, can be 0 iSmartPtrListener* listener; // can be 0 }
class iEditable { public : virtual void Move (Vec3 v); virtual void Scale (Vec3 v,Vec3 o = gVec3Zero); // might not operate on vertices ! virtual void Rotate (Vec3 v,Vec3 o = gVec3Zero); virtual void Rotate (Quaternion q,Vec3 o = gVec3Zero); // void transform(matrix m) ? might not operate on vertices (cockpit-component is iEditable) }
class iMeshLike : public iEditable { public : virtual Vec3& EditVertex (const int i); // throws exception if index out of bounds virtual int CountVertices (); Vec3 GetBoundsMin (); Vec3 GetBoundsMax (); Vec3 GetBoundsCenter (); Vec3 GetPivot (); // todo : readonly lists or complete management in this class ? // usecase : ship-frame(readwrite) cockpit(readonly:just one dockable side, and move/rotatable for complete object) list GetLinkedSides(SideNum); list GetLinkedVertices(VertexNum); list GetLinkedEdges(EdgeNum); list GetSideVertices(SideNum); list GetEdgeVertices(EdgeNum); vertex,side,edge enumeration and access editable functions position+rotation access -> coordinate conversion + align rotation. flags for lock vertices, lock pos/rot... cockpit is model with one designated side for docking, vertices cannot be changed, but position+rotation change is possible framecomponent does not need to use rotation, as the vertices are usualle freely movable when docked to cockpit, and moving the docked side, try to rotate/move the cockpit as closely as possible, then readjust vertices also otpional "lock form/vertices" for completed frame components (only rotate/position) -> behave similar to cockpit // visual feedback(side/edge/face hilighting, gizmos...) implemented in this class ?? }
class cComponent { public: SmartPtrparent; // =0 for top, frame:group,maschine:frame,... position,rotation GetBounds() GenBluePrint(tex,axis,offset,scale,colors) Cast2Group() Cast2Frame() ComponentType* type; // emissions for sensors.... // blueprint status display : functionality and damage NotifyDamage(); // Section (groupname) has been hit.. GetDescription(); // also baseclass for inner-maschinery etc... // coordinate translation ! (rotation) //intersection,inclusion-calc }
class cFrameComponent : public iMeshLike { public: listtop; list bot; int flags; EditComponent GetEditComponent (); // null or overridden }
class cModuleComponent : public iMeshLike { // ??? iMeshLike -> iEditable outside editor (deform from hit ??) public: list> sides; // throws exceptions on illegal edit // cockpit, solarpanel... }
class cComponentType { public: // SteelFrame,TitanFrame,Cockpit... }
class cEditComponent { public: // lists for selected vertices,edges,sides and whole FrameComponent }
class cSelection : iEditable { public: // Selection != Group, as selection can be mutliple vertices/faces/lines... }
class cComponentGroup { public: std::string name; std::listelements; }
class EditComponentGroup { public: // type of elements = EditComponent, use Component->GetEditComponent() }
class cMouseMode { public : // activate (=constructor),deactivate(=destructor) // step(=draw gizmos, active child as param ???), // abort(by rightclick, activates parent if set) // child-functions ?? // hold SmartPtr to "cGizmo"s, and abort/selfkill on NotifyDestroy ? }
class cGizmo { public: bool MouseOver(Vec3 o,Vec3 v); // click+drag // TODO : Research : CEGUI click+drag handling // drawing, scaling from + - // move,scale,rot : smartptr to iEditable, selfkill on NotifyDestroy }
class cGrid { public: // snapping support (iSnappable ??) // }
Diagrams
digraph G { cGizmo -> cAxisGizmo -> { cMoveGizmo, cScaleGizmo }; cGizmo -> cRotateGizmo; }
digraph G { cFrameComponent -> cComponent; cGameComponent -> cComponent; cGameFrameComponent -> cFrameComponent; cEditFrameComponent -> {cFrameComponent,iMeshLike}; cSelection -> iEditable; cComponentGroup -> cComponent; cEditComponentGroup -> {cComponentGroup,iEditable} }
use cases
start first spaceship frame
- select create-frame tool
- click and drag from corner A (somewhere on grid) to corner B of the bottom side
- release mouse and move up/down to place the top side
- click to finish
extrude or bevel single side
- select extrude or bevel tool
- click on side (not in selection) and drag to bevel/extrude this one side
- if extrude
- release to finish
- elseif bevel
- release starts scaling the extruded face
- click to finish
bevel/extrude selection
- select pointer/selection tool
- select face mode from mode tool (vertex/edge/face/component/group)
- click + drag to select everything within rectangular area (rect-gizmo)
- shift : add to selection, ctrl : remove from selection : change cursor
- shift-click on single faces to add them to the selection
- select extrude/bevel tool
- click on side (in selection) and drag to bevel/extrude the selected faces together
- if extrude
- release to finish
- elseif bevel
- release starts scaling the extruded face
- click to finish
todo's
- TODO : NameSpace for Editor ? (or just for whole project)
- TODO : Research : Multiple Inheritance : Con-/Destructor Calling and Order
- TODO : Research : Multiple Inheritance : automatic casting ??? or static_cast<Type>(ptr)
- TODO : Research : Trac : auto-generate tickets from doxygen TODOs
- TODO : Research : Exceptions
- TODO : Research : Decorator : editor for framecomponent
- TODO : Research : Python for Editor ?
- TODO : Research : DesignPattern : Memento for Create/Destroy-Command
- Todo : Research : DesignPattern : Builder -> ComponentBuilder
notes/ideas
Intuitive Behavior
- esc,rightclick : cancel mousemode
- backspace=back_to_parent, return=show_detail
- remove(delete) : kill/remove/collapse selected
StackTracer/Profile
- see sfz-wiki : std:uncaught_exception()
- macro : can be declared empty for release-compile
- macro at beginning of function
- creates object, which runs out of scope as the function exits -> exception-safe
- pass "path"("cBaseClass::MyMethod"),file,line to constructor
- use (const char*)path pointer instead of string compare
- profile : measure time from constructor to destructor
Custom-Assert
- keep gui intact if possible
- write report to file
- print stacktrace
- offer options : ignore,abort,debug,throw-exception
Linking
- Link Sides from different components
- throw exception when trying to move/scale/rotate link when locked
- throw exception when trying to change form of link when locked
Locking
- lock form(edge-count,connections,NOT SIZE/POS), size(rotate allowed ??), position
- beware of linking !
Face/Edge/Vertex Indexing
- prism based -> use positive for top, negative for bottom
- keep numbering if possible if only one half is changed
- smartptr-change notify usage ? (integrated listener pattern)
Symetry
- operates on list<component/sides/edges>:mutli-selection?, keeps binding, operator Source.
- mirror-plane + center-merger-plane gizmo : <[]> <[I]>
Editing
- All Operations use the Command Pattern, to support Undo/Redo
- Uses Mnemonic/Inner State Pattern for Create/Destroy
- Python Support ??
- Commands bindable to Buttons, Keys/KeyCombos, MenuItems, Right-Click Menu....
Move,Scale,Rotate
- when Tool is active, show the apropriate gizmo in scene
- gizmo acts on Current Selection (iEditable)
- gizmo gives visual MouseOver feedback
- support snapping
Creation
- CreateFrameComponent : Activates a Create-Mode :
- click(first corner) + drag(2d base) + click(3d)
- gizmo gives visual feedback during creation
- support snapping
Selection
- types/smartpointers for vertex,edge,side
- Selection managed as (named)list of those types
- Selection depends on active "type" (vertex,edge,side,FrameComponent,group), no mixing
- select gizmo (rectangle)
- Toggle select on intersect or only on complete containment
- manual selection with shift(add) and control(remove)
- when selection from list, and last selection was manually altered, save last manual selection as named
- undo for selection
- group select : when group is already selected, click selects subgroup
- map<smartptr<comp>,list<num>>
Picking
in popup :
- current selection,
- named selection,
- hierarchy list (groups)
- pick-by-click (current mode : vertex,edge,side,FrameComponent,group)
Tools
- ToolPanel = view, Tool = model(singleton) -> model/view seperation, change-listener
- Tool->CreatePanel()
- Python Support ??
- Tools can "pick" current selection, named selection, groups, or pick-by-click
- Grid Move Gizmo = Axis at left-top
- Grid Centered on Origin, Center of Current Selection, or fixed point
- Grid x,y,z,off (toggle bindable to key)
- Named Selections (depends on current mode (vertex,edge,side,FrameComponent,group)) + Select/Unselect/Show/Hide/Delete
- Mode Selection (vertex,edge,side,FrameComponent,group)
- Tool Selection (Select,Move,Scale,Rotate,Extrude,Bevel,SpinExtrude,SpinBevel)
- Snap (Grid,Vertex,Edge,Face)
- AngleSnap (edit+on/off button + buttons for 20 30 40 45 60 90)
- Name+Group / Ungroup
- Hierarchy-List (also for popup)
- Change Parent (opens hierarchy-list popup)
- Later : Change Type (popup : for compatible types, eg titanframe -> steelframe ??)
- Later : Change Side (point,line,3up,3down,square,penta,[x]:popup)
only for top/bottom, autoconvert if top/bottom <= 4
- Later : Toggle select on intersect or only on complete containment
- Later : QuickCut/Slice (FrameComponent, : DrawLine Gizmo
- Later : Create Adapter : pick operand a,b
- Later : ExtrudeAroundEdge,TurnAroundEdge (pick edge + turn selection)
- Later : SoftSelection (falloff:distance/adjactance,falloff:linear,cubic,curve,falloffdist)
- Later : Dock : move 2 sides together and link them, pick base(not moved) and operand (modifyed)
- Later : Constraints/Links + LockSize (link 2 sides of different FrameComponents, only move, not scale group)
- Later : Prism-Based Subdivide (height/width)
- Later : Hide/Show Selection/All
Gizmos
- scalable with +/-
- mouseovereffekt, areas : axis,area-between
Click / Drag Handling
- TODO : Research : CEGUI
- Tool/Mode/Gizmo can activate "MouseMode", abort on esc,rightclick
and when another MouseMode is activated
Spawning/ObjectCreation
- MouseMode
- Frame/Cockpit :
- click on side : extrude/bevel
- click on empty : create in space/ on grid
Inclusion/Intersection Warning
- not possible for space ships, breaks interior-definition,
and enables cheating (ultra compact, multi-dimensional cargo bays)
--- /\X/\ / - \ -------
Blinking/Signal lights
- position on hull, can have limied offset
- choose color, frequency and offset
Sensors
- Heat/Temperature, Radioactivity, Electricity, Mass, Radar(metal), Bio
- spectrum analyzer : distinct materials
- active scanning (radar, detailed materials, freight)
- colors can be customized
- hud element for active scanning : modus (off, manual ping, fade display, ping interval)
- hud element for radar : 2 half-spheres (front and back) or single full sphere
- FOF-colors customizable, lines to center : distance...
- alternate : 2d-circle with orthogonal-lines indicating height
ComponentTypes
- implement constraints by inheritance or decorator or callback...
- factory for components ??
- (could be used to convert component-type if neccessary : steel-titan-frame)
- editable restraints
SampleComponents
- Frame (different materials, eg steel,titan,...)
- Cockpit/Bridge (different models)
- Scalable Thruster/Engine
- Scalable Solar Panel (rotatable?)
- Mountable Thruster ( mount on wing, like jumbo-jet, can mount missile/rocket-launcher instead)
Naming Scheme
- entity : ship,cargo-box,star,planet...
- entity has components
- system (starsystem) contains entities
- entity has course, pos+vel or pos+orbit(center,elliptic-params)