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Author Topic: Scene Viewer/Editor  (Read 2980 times)

stormbringer

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« on: July 01, 2006, 02:52:17 AM »

Right i started working on this, this morning there are some major differences between my application and this one, but i dont think there will be to many problems.
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pjcast

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« Reply #1 on: July 01, 2006, 08:21:07 AM »

I was thinking last night that I may need to create some hooks in the OgrePane class to allow for other tools to get access to the mouse/events that it recieves. Or, possibly create some other kind of plugin interface for editing the main scene. If you have any suggestions, or code modifications that you tihnk would work better, let me know, and I could grant you write access to the main core too.

Having said that, I look forward to hearing your progress :)
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stormbringer

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« Reply #2 on: July 01, 2006, 07:50:41 PM »

ok this might be stupid but i should at least mention it before dismissing the idea completely..  would it be a good idea to make the editor collada exclusive ie importing scenes/data from other formats so that all editing is done using collada then if you so fancy converting it to what ever flavour suits you, i ask this because i was just reading about the work thats being done with bullet i gotta say im rather impressed and thats what gave me the idea of just using collada, then exporting out to other formats later
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pjcast

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« Reply #3 on: July 01, 2006, 07:54:57 PM »

I don't think that there will be one format that we need to support over another. As, I hope to support most formats that are available today (.Scene, Ofusion, Collada), and with the curent abstraction, the foramt doesn't matter to any of the editors.

If the user opened/created a new scene file, ofusion file, etc, it just loads what it finds into the scene. Then, the editor just worries about modifing the Scene itself, which will be saved later into whatever format it is. However, I can see issues when users want to add custom data into a scene, collada, or other file format.. We will just have to abstract out custom settings somehow.
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pjcast

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« Reply #4 on: July 02, 2006, 03:06:02 PM »

I was just thinking, if you need any Ogre resources added to a default group (something like "VisualOgreCore" Group) that always gets added to the laoded resources, let me know.. I imagine things like Move/Rotate/etc type of gizmos will need to be added to a group that is always loaded for the editor. Even though the project file sets the default resources to it's location, we cannot always garuntee that. The user can at any time change them to their own directories and resources. They should probably exist in a ..../media/visualogre sub directory to. And, to be safe, material names we use may need prefixing of something unique. Just some thoughts :)
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pjcast

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« Reply #5 on: July 05, 2006, 11:49:06 AM »

Just for a heads up. I implemented (In VisualOgreCore.Panes.OgrePane) an ISceneEditor interface class to hook into the main Ogre Window (where scene files et al are loaded) via the OgrePane.SceneEditor property. Of course, other plugins may override the currently active editor, in which case they will be notified via the EditorReplaced() f the interface.

If they are replaced, they should just stand idle until they are reactivated. The way I imagine activation (and hence, the ISceneEditor soe register with OgrePane) is via a View -> Plugin Windows -> yourEditorname - check the SceneViewer plugin for how to do so. Currently, that is the only file menu you can really hook into.

Anyway, this interface does not encorporate a load/close/save type of interfaces, because a scene editor plugin in my view does not directly save or load anythinng related to a scene (that is handled by abstracted out file classes). Instead, it just manipulates what is already in the scene, adds more to it, removes stuff, etc etc.

But, with this new interface, commands (such as undo, redo, paste, delete, copy) are passed through to the active scene editor (if any). Of course, this doesn't handle mouse/keyboard type of movements. However, I think that those events could either be passed through, or handled internally in the OgrePane class (as, picking and dragging, etc are esentil in any scene editor, and the way they are done does not really differ). however, I am very receptive and open to ideas and suggestions. Maybe passing theough the events would be better, I'm not positive.
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pjcast

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« Reply #6 on: July 20, 2006, 05:24:01 PM »

@synaptic

I'm just curious if you've made any progress on a scene editor/viewer plugin? I havn't heard anything about any problems or questions on design, or requests.. So, just curious if you have hit any stumbling blocks. I've been diddling away on a WGE specialized scene editor/viewer, and you could always look to that as a base - as right now, it is pretty generic still. Anyway, just curious :)
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stormbringer

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« Reply #7 on: July 20, 2006, 05:48:04 PM »

sorry i started  :D but i've been distracted by my exams and of course a rather unhealthly addiction to CounterStrike:Source  -  although im going to get back on it  :D
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pjcast

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« Reply #8 on: July 20, 2006, 06:48:23 PM »

Hehe :)

That's one reason why I hardly play games, I would never get anything done ;)
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