Difference between revisions of "ShipEditor"
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				Ghoulsblade  (Talk | contribs)  | 
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Interface:iSmartPointable  | Interface:iSmartPointable  | ||
list<SmartPtr>  | list<SmartPtr>  | ||
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void	NotifyDestroy	(); // DesignPattern:Listener  | void	NotifyDestroy	(); // DesignPattern:Listener  | ||
// TODO : Research : DesignPattern : SmartPointer  | // TODO : Research : DesignPattern : SmartPointer  | ||
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Interface:iEditable    | Interface:iEditable    | ||
list<VertexPtr> listVertices();  | list<VertexPtr> listVertices();  | ||
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Vec3	GetBoundsCenter	();  | Vec3	GetBoundsCenter	();  | ||
Vec3	GetPivot		();  | Vec3	GetPivot		();  | ||
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interface:iMeshLike  : iEditable  | interface:iMeshLike  : iEditable  | ||
list	GetLinkedSides(SideNum);  | list	GetLinkedSides(SideNum);  | ||
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		-> behave similar to cockpit  | 		-> behave similar to cockpit  | ||
// visual feedback(side/edge/face hilighting, gizmos...) implemented in this class ??  | // visual feedback(side/edge/face hilighting, gizmos...) implemented in this class ??  | ||
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Component  | Component  | ||
SmartPtr<Component> parent; // frame:group,maschine:frame,...  | SmartPtr<Component> parent; // frame:group,maschine:frame,...  | ||
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// coordinate translation ! (rotation)  | // coordinate translation ! (rotation)  | ||
//intersection,inclusion-calc  | //intersection,inclusion-calc  | ||
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FrameComponent : iMeshLike  | FrameComponent : iMeshLike  | ||
list<Vec3>		top;  | list<Vec3>		top;  | ||
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int				flags;  | int				flags;  | ||
EditComponent	GetEditComponent	(); // null or overridden  | EditComponent	GetEditComponent	(); // null or overridden  | ||
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ModuleComponent : iMeshLike  | ModuleComponent : iMeshLike  | ||
list<list<Vec3>>	sides;  | list<list<Vec3>>	sides;  | ||
// throws exceptions on illegal edit  | // throws exceptions on illegal edit  | ||
// cockpit, solarpanel...  | // cockpit, solarpanel...  | ||
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<pre><nowiki>  | <pre><nowiki>  | ||
Revision as of 23:55, 21 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// Destructor calls NotifyDestroy() of all pointers (ListenerPattern) // could include changenotifyer for custom behavior/listener Interface:iSmartPtrListener void NotifyDestroy (); // DesignPattern:Listener SmartPtr iPointable* target; iSmartPtrListener* listener; // passed to constructor Type operator * () Type operator -> () void NotifyDestroy (); // DesignPattern:Listener // TODO : Research : DesignPattern : SmartPointer 
Interface:iEditable listlistVertices(); 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 SmartPtrparent; // 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 listtop; list bot; int flags; EditComponent GetEditComponent (); // null or overridden 
ModuleComponent : iMeshLike list> 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)