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Author SHA1 Message Date
478e30b24b Begin mesh and more advanced node stuff 2025-01-16 22:27:21 -06:00
6 changed files with 34 additions and 25 deletions

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@ -4,6 +4,7 @@
<option name="projectPerEditor">
<map>
<entry key="GLTFViewer/BaseOpenTKControl.axaml" value="GLTFViewer/GLTFViewer.csproj" />
<entry key="GLTFViewer/Engine/Ui/Controls/BaseOpenTKControl.axaml" value="GLTFViewer/GLTFViewer.csproj" />
<entry key="GLTFViewer/Engine/Ui/Controls/BasePropertyViewerControl.axaml" value="GLTFViewer/GLTFViewer.csproj" />
<entry key="GLTFViewer/Engine/Ui/Controls/BaseSceneTreeControl.axaml" value="GLTFViewer/GLTFViewer.csproj" />
<entry key="GLTFViewer/Engine/Ui/Controls/MainUI.axaml" value="GLTFViewer/GLTFViewer.csproj" />

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@ -15,6 +15,7 @@ A simple application to load GLTF scenes and render the model(s) in a lit scene
## Development Status
- 01/15/2025 Update 1: Successfully have Avalonia project set up with a BaseOpenTK control rendering the OpenTK context. Also have a Renerer class to seperate out the rendering code from the control, but it's empty for now. There is also some boilerplate UI for the inspector, but its only visual and will need to be filled out.
- 01/15/2025 Update 2: Have some basic UI and Node structure. Now deciding how best to load models, render them, and handling scenes.
## Development Environment
- OS: Linux (NixOS)

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@ -0,0 +1,8 @@
using System.Collections.ObjectModel;
namespace GLTFViewer.Engine;
public class Mesh : Node
{
}

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@ -6,22 +6,32 @@ namespace GLTFViewer.Engine;
public class Node
{
public string Name { get; }
public ObservableCollection<Node> Children { get; }
public ObservableCollection<NodeProperty> Properties { get; }
public string Name { get; set; } = "Node";
public ObservableCollection<Node> Children { get; } = [];
public ObservableCollection<NodeProperty> Properties { get; } = [];
public Node(string name)
public virtual void Update()
{
Name = name;
Children = new ObservableCollection<Node>();
Properties = new ObservableCollection<NodeProperty>();
foreach (var node in Children)
{
node.Update();
}
}
public Node(string name, ObservableCollection<Node> children)
public virtual void EnterScene()
{
Name = name;
Children = children;
Properties = new ObservableCollection<NodeProperty>();
foreach (var node in Children)
{
node.EnterScene();
}
}
public virtual void ExitScene()
{
foreach (var node in Children)
{
node.ExitScene();
}
}
public void AddChild(Node child)

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@ -6,10 +6,8 @@ namespace GLTFViewer.Engine.Ui;
public class SceneTree
{
public Node Root { get; } = new Node("root");
private TreeView _sceneTreeView;
private ObservableCollection<Node> _nodes;
private ObservableCollection<Node> _nodes = [];
public SceneTree(TreeView sceneTreeView)
{
@ -20,15 +18,6 @@ public class SceneTree
public void Initialize()
{
Root.AddProperty(new NodeProperty<string>("TestPropertyString", "TestValue"));
Root.AddProperty(new NodeProperty<int>("TestPropertyInt", 42));
_nodes = new ObservableCollection<Node>()
{
Root
};
_sceneTreeView.ItemsSource = _nodes;
_sceneTreeView.ItemTemplate = new FuncTreeDataTemplate<Node>(
(node, _) =>