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Author Topic: Work In Progress - Mesh Viewer  (Read 1697 times)

pjcast

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Work In Progress - Mesh Viewer
« on: July 01, 2006, 04:45:44 PM »

I havn't yet committed, but will soon. Anyway, it is a litle unstable right now, not quite sure why (crashes when selecting different meshes several times).

Anyway, this is part of the DotScene Plugin... Which, I should rename as Plugin_Scene or Plugin_DefaultScene or something.. As, it handles .Scene, .Mesh, .Txt, and OgreProejct (.vop)... So, it is not really DotScene specific.. In fact, I will probably add the Collada and Ofusion scene formats to the same plugin. I contemplated putting the MeshViewier editor into a seperate plugin, but, I will probably instead, just add the basic SceneViewer into this plugin to combine the current plugins.

However, scene editing and material editing can of course reside in their own plugins, as they may grow to be pretty large and use several files/classes/menus/etc. As, the way it is in the other plugins, basically just one class for each file type (and  maybe a context menu class). Pretty simple.

Anyway, the MeshViewer will not allow for editing, besides adding/removing lights from the scene, or changing the meshes material. As, there is nothing really to save in terms of a .mesh file type (this editor will not be doing vertex editing or anything like that). The meshviewer may have a export to .xml (via an external OgreXMLConverter app), but not sure of any real use for that. Or, perhaps, it will allow for importing an Xml mesh to a .Mesh (via the converter).. Not sure yet.
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pjcast

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Work In Progress - Mesh Viewer
« Reply #1 on: July 04, 2006, 05:07:15 PM »

I cleaned this up abit, and instead of having a floating tolbar, I used the newly exposed Plugin Toolbar (EditorManager.ToolBox) to put the interface controls. Now, this is fine for this simple plugin, as it only has a few controls for viewing animations. More complex plugins are free to use in combination with their own floating tool windows.
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pjcast

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Work In Progress - Mesh Viewer
« Reply #2 on: July 05, 2006, 09:49:40 AM »

I've just noticed (I forgot about it) Tuan's MeshViewer - http://tuan.kuranes.free.fr/Ogre.html - It uses cegui, but these are the features that I wish to mimic (at least, most of them). I've browsed the source, he appears to use the OgreXML converter source directly for some things. However, I think a better approach would be to use the Ogre XML convertors via the command line from the Editor. In anycase, food for thought ;)

There are other thigns I wish to implement before delving into a complete mesh viewer.
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