Difference between revisions of "ShipEditor"
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Ghoulsblade (Talk | contribs) |
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// TODO : Research : Multiple Inheritance : Con-/Destructor Calling and Order | // TODO : Research : Multiple Inheritance : Con-/Destructor Calling and Order | ||
// TODO : Research : Multiple Inheritance : automatic casting ??? or static_cast<Type>(ptr) | // TODO : Research : Multiple Inheritance : automatic casting ??? or static_cast<Type>(ptr) | ||
− | // TODO : Research : Trac : auto-generate | + | // TODO : Research : Trac : auto-generate tickets from doxygen TODOs |
// TODO : Research : Exceptions | // TODO : Research : Exceptions | ||
// TODO : Research : Decorator : editor for framecomponent | // TODO : Research : Decorator : editor for framecomponent | ||
// TODO : Research : Python for Editor ? | // TODO : Research : Python for Editor ? | ||
− | // TODO : Research : DesignPattern : | + | // TODO : Research : DesignPattern : Memento for Create/Destroy-Command |
// Todo : Research : DesignPattern : Builder -> ComponentBuilder | // Todo : Research : DesignPattern : Builder -> ComponentBuilder | ||
</nowiki></pre> | </nowiki></pre> | ||
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<pre><nowiki> | <pre><nowiki> | ||
− | Interface:iEditable | + | Interface:iEditable |
list<VertexPtr> listVertices(); | list<VertexPtr> listVertices(); | ||
abstract void Move (Vec3 v); | abstract void Move (Vec3 v); | ||
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Vec3 GetPivot (); | Vec3 GetPivot (); | ||
</nowiki></pre> | </nowiki></pre> | ||
+ | |||
+ | <pre><nowiki> | ||
+ | interface:iMeshLike : iEditable | ||
+ | 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 ?? | ||
+ | </nowiki></pre> | ||
+ | |||
<pre><nowiki> | <pre><nowiki> | ||
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</nowiki></pre> | </nowiki></pre> | ||
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EditComponentGroup | EditComponentGroup | ||
// type of elements = EditComponent, use Component->GetEditComponent() | // type of elements = EditComponent, use Component->GetEditComponent() | ||
+ | </nowiki></pre> | ||
+ | |||
+ | |||
+ | <pre><nowiki> | ||
+ | mousemode | ||
+ | activate,deactivate,step,abort(by rightclick, activates parent if set) | ||
+ | child-functions ?? | ||
</nowiki></pre> | </nowiki></pre> | ||
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* system (starsystem) contains entities | * system (starsystem) contains entities | ||
* entity has course, pos+vel or pos+orbit(center,elliptic-params) | * entity has course, pos+vel or pos+orbit(center,elliptic-params) | ||
− |
Revision as of 18:06, 17 November 2005
Contents
- 1 OLM
- 1.1 TODO
- 1.2 Intuitive Behavior
- 1.3 StackTracer/Profile
- 1.4 Custom-Assert
- 1.5 Linking
- 1.6 Locking
- 1.7 Face/Edge/Vertex Indexing
- 1.8 Symetry
- 1.9 Editing
- 1.10 Move,Scale,Rotate
- 1.11 Creation
- 1.12 Selection
- 1.13 Picking
- 1.14 Tools
- 1.15 Gizmos
- 1.16 Click / Drag Handling
- 1.17 Spawning/ObjectCreation
- 1.18 Inclusion/Intersection Warning
- 1.19 Blinking/Signal lights
- 1.20 Sensors
- 1.21 ComponentTypes
- 1.22 SampleComponents
- 1.23 Naming Scheme
OLM
- ObjectOriented-Lowpoly-Modeller
- Prism Based -> enhanced Interior Detection and Mesh-Management
TODO
// 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
Interface:iSmartPointable list<SmartPtr> // Destructor calls NotifyDestroy() of all pointers (ListenerPattern) // could include changenotifyer for custom behavior/listener Interface:iSmartPtrListener void NotifyDestroy (); // DesignPattern:Listener SmartPtr<Type> iPointable* target; iSmartPtrListener* listener; // passed to constructor Type operator * () Type operator -> () void NotifyDestroy (); // DesignPattern:Listener // TODO : Research : DesignPattern : SmartPointer
Interface:iEditable list<VertexPtr> listVertices(); abstract void Move (Vec3 v); abstract void Scale (Vec3 v,Vec3 o); abstract void Scale (Vec3 v); abstract void Rotate (Quaternion q,Vec3 o); abstract void Rotate (Quaternion q); Vec3 GetBoundsMin (); Vec3 GetBoundsMax (); Vec3 GetBoundsCenter (); Vec3 GetPivot ();
interface:iMeshLike : iEditable 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 ??
Component SmartPtr<Component> parent; // 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
FrameComponent : iMeshLike list<Vec3> top; list<Vec3> bot; int flags; EditComponent GetEditComponent (); // null or overridden
ModuleComponent : iMeshLike list<list<Vec3>> sides; // throws exceptions on illegal edit // cockpit, solarpanel...
ComponentType // SteelFrame,TitanFrame,Cockpit...
EditComponent // lists for selected vertices,edges,sides and whole FrameComponent
Selection // Selection != Group, as selection can be mutliple vertices/faces/lines...
ComponentGroup list<Component> elements;
EditComponentGroup // type of elements = EditComponent, use Component->GetEditComponent()
mousemode activate,deactivate,step,abort(by rightclick, activates parent if set) child-functions ??
Gizmo bool MouseOver(Vec3 o,Vec3 v); // click+drag // TODO : Research : CEGUI click+drag handling
digraph G { Gizmo -> AxisGizmo -> { MoveGizmo, ScaleGizmo }; Gizmo -> RotateGizmo; }
digraph G { FrameComponent -> { Inner, Hull }; ComponentBuilder -> Component; }
digraph G { FrameComponent -> Component; GameComponent -> Component; GameFrameComponent -> FrameComponent; EditFrameComponent -> {FrameComponent,iEditable}; Selection -> iEditable; ComponentGroup -> Component; EditComponentGroup -> {ComponentGroup,iEditable} }
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)