ShipEditor
From SfzWiki
Revision as of 19:26, 10 May 2007 by Ghoulsblade (Talk | contribs)
(mostly obsolete, will be coded mainly in lua now, some ideas might be used though)
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 { 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::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
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
Error creating thumbnail: Unable to save thumbnail to destination
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
Error creating thumbnail: Unable to save thumbnail to destination
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)