Difference between revisions of "ShipEditor"
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* release mouse and move up/down to place the top side | * release mouse and move up/down to place the top side | ||
* click to finish | * click to finish | ||
| + | [[Image:sfz_create_frame.jpg]] | ||
=== extrude or bevel single side === | === extrude or bevel single side === | ||
| Line 232: | Line 233: | ||
** release starts scaling the extruded face | ** release starts scaling the extruded face | ||
** click to finish | ** click to finish | ||
| + | [[Image:sfz_bevel_single]] | ||
=== bevel/extrude selection === | === bevel/extrude selection === | ||
| Line 246: | Line 248: | ||
** release starts scaling the extruded face | ** release starts scaling the extruded face | ||
** click to finish | ** click to finish | ||
| + | [[Image:sfz_bevel_selection]] | ||
| + | |||
| + | === docking 2 sides === | ||
| + | |||
| + | * user choses pinter/selection tool | ||
| + | * user selects a single frame-side A | ||
| + | * there is a tool-panel with 3 buttons : "dock","pickA","pickB" | ||
| + | * pickA and pickB are of a special button class used for selecting faces | ||
| + | * click on pickA opens popup with choices : "current Selection","list with named selections","pick by click",... | ||
| + | * click on current selection chooses frame-side A and marks the "pickA" button as not-empty (change color?) | ||
| + | * user selects a different single frame-side B on a different frame-component | ||
| + | * same procedure as with pickA | ||
| + | * click on "dock" button leaves the frame-side A in its place, and moves frame-side B to its position if possible (throw exception otherwise) | ||
| + | * in data the two frames are now linked to each other, moving one also moves the other, and walking inside is possible (inner side has no hull) | ||
| + | |||
| + | === quickdock === | ||
| + | |||
| + | * user pushes quickdock button (enters dock-mode which is a mousemode) | ||
| + | * user clicks on faceA | ||
| + | * while user moves mouse, a line is drawn from the center of faceA and faceA is highlited in some color | ||
| + | * user clicks on faceB, and the dock is executed, dock-mode stays, so multiple docks can be made | ||
| + | * user clicks on faceA2 .. | ||
| + | * user clicks on faceB2 .. | ||
| + | * ... | ||
| + | * rightclick to stop/abort dock-mode | ||
| + | |||
| + | |||
== todo's == | == todo's == | ||
| − | * | + | * NameSpace for Editor ? (or just for whole project) |
| − | * | + | * Research : Multiple Inheritance : Con-/Destructor Calling and Order |
| − | * | + | * Research : Multiple Inheritance : automatic casting ??? or static_cast<Type>(ptr) |
| − | * | + | * Research : Trac : auto-generate tickets from doxygen TODOs |
| − | * | + | * Research : Doxygen syntax |
| − | * | + | * Research : Exceptions |
| − | * | + | * Research : Decorator : editor for cFrameComponent ? |
| − | * | + | * Research : Python for Editor ? |
| − | * | + | * Research : DesignPattern : Memento / State for Create/Destroy-Command ? |
| + | * SkyBox-Texture using povray | ||
| + | * Explosion-Animation using povray | ||
| + | * Python integration | ||
| + | ** editor | ||
| + | ** hud | ||
| + | ** story:dialog/messages,events(entersystem,grab,destroy,dock,countdown)treasure,rewards,enemies,missions | ||
| + | * chain-of-responsibility pattern for mousemodes, to catch clicks/drags and keystrokes and return true if handled | ||
== notes/ideas == | == notes/ideas == | ||
| Line 353: | Line 389: | ||
*Tools can "pick" current selection, named selection, groups, or pick-by-click | *Tools can "pick" current selection, named selection, groups, or pick-by-click | ||
| + | * camera rotation mode : around current selection, world center, around self(firstperson mode) | ||
* Grid Move Gizmo = Axis at left-top | * Grid Move Gizmo = Axis at left-top | ||
* Grid Centered on Origin, Center of Current Selection, or fixed point | * Grid Centered on Origin, Center of Current Selection, or fixed point | ||
* Grid x,y,z,off (toggle bindable to key) | * 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 | * Named Selections (depends on current mode (vertex,edge,side,FrameComponent,group)) + Select/Unselect/Show/Hide/Delete | ||
| − | * Mode Selection (vertex,edge,side,FrameComponent,group) | + | * Mode Selection (vertex,edge,side,FrameComponent,group) [[Image:sfz_mode.jpg]] |
* Tool Selection (Select,Move,Scale,Rotate,Extrude,Bevel,SpinExtrude,SpinBevel) | * Tool Selection (Select,Move,Scale,Rotate,Extrude,Bevel,SpinExtrude,SpinBevel) | ||
* Snap (Grid,Vertex,Edge,Face) | * Snap (Grid,Vertex,Edge,Face) | ||
Revision as of 15:39, 23 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:
SmartPtr parent; // =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:
list top;
list bot;
int flags;
EditComponent GetEditComponent (); // null or overridden
}
class cModuleComponent : public iMeshLike {
public:
list> sides;
// throws exceptions on illegal edit
// cockpit, solarpanel...
// ??? iMeshLike -> iEditable outside editor (deform from hit ??)
}
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::list elements;
}
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
Error creating thumbnail: Unable to save thumbnail to destination
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
docking 2 sides
- user choses pinter/selection tool
- user selects a single frame-side A
- there is a tool-panel with 3 buttons : "dock","pickA","pickB"
- pickA and pickB are of a special button class used for selecting faces
- click on pickA opens popup with choices : "current Selection","list with named selections","pick by click",...
- click on current selection chooses frame-side A and marks the "pickA" button as not-empty (change color?)
- user selects a different single frame-side B on a different frame-component
- same procedure as with pickA
- click on "dock" button leaves the frame-side A in its place, and moves frame-side B to its position if possible (throw exception otherwise)
- in data the two frames are now linked to each other, moving one also moves the other, and walking inside is possible (inner side has no hull)
quickdock
- user pushes quickdock button (enters dock-mode which is a mousemode)
- user clicks on faceA
- while user moves mouse, a line is drawn from the center of faceA and faceA is highlited in some color
- user clicks on faceB, and the dock is executed, dock-mode stays, so multiple docks can be made
- user clicks on faceA2 ..
- user clicks on faceB2 ..
- ...
- rightclick to stop/abort dock-mode
todo's
- NameSpace for Editor ? (or just for whole project)
- Research : Multiple Inheritance : Con-/Destructor Calling and Order
- Research : Multiple Inheritance : automatic casting ??? or static_cast<Type>(ptr)
- Research : Trac : auto-generate tickets from doxygen TODOs
- Research : Doxygen syntax
- Research : Exceptions
- Research : Decorator : editor for cFrameComponent ?
- Research : Python for Editor ?
- Research : DesignPattern : Memento / State for Create/Destroy-Command ?
- SkyBox-Texture using povray
- Explosion-Animation using povray
- Python integration
- editor
- hud
- story:dialog/messages,events(entersystem,grab,destroy,dock,countdown)treasure,rewards,enemies,missions
- chain-of-responsibility pattern for mousemodes, to catch clicks/drags and keystrokes and return true if handled
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
- camera rotation mode : around current selection, world center, around self(firstperson mode)
- 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) Error creating thumbnail: Unable to save thumbnail to destination
- 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)