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View Code? Open in Web Editor NEWEasily create custom 3D environments
License: Other
Easily create custom 3D environments
License: Other
If we allow users to edit children under duplicate roots, there would be one situation that might confuse users when they reopen the .scene
file.
Users might move children from one duplicate root to another one and then save the file. The changes won't be saved since we do not modify the gltf file, so users would still see all children attached to the first duplicate root when they reopen .scene
file.
Browser: Firefox
extras.components
to extensions.MOZ_components
or extensions.HUBS_components
extras.components
or extensions.MOZ_components
Uncaught (in promise) TypeError: Failed to construct 'URL': Invalid base URL
at SceneLoader.js:178
at Generator.next (<anonymous>)
at step (SceneLoader.js:2)
at SceneLoader.js:2
at new Promise (<anonymous>)
at SceneLoader.js:2
at loadSerializedScene (app.js:138303)
at SceneLoader.js:263
at Generator.next (<anonymous>)
at step (SceneLoader.js:2)
Currently, we do not deal with unnamed nodes, so the editor looks like this when we open a gltf file with many unnamed nodes. Any suggestion on how to handle unnamed nodes situation?
I'm thinking about applying [unique_prefix]_x-y-z-...
(x, y, z represents the index and layer the node saved in the gltf file) to unnamed nodes in SceneLoader.js
.
Depends on #45
You should be able to have viewports from various perspectives (left/right/top/bottom/front/back).
Show warnings when these things happen and allow non-destructive recovery.
Scene helpers are maintained in a separate scene. Also addObject
and removeObject
are not called when swapping scenes, so the raycaster casts against objects from the previous scene.
Backspace default behavior should be prevented when input field is not focused. Deleting the selected object in the viewport should still work.
Future additions could include saving layouts and some predefined layouts. As of now there are only 3 panes so I don't think that's necessary.
For picking material textures and scene/gltf references
There should be an "Extend" context menu item in the asset explorer when you click on a .gltf
or .scene
file that opens a new scene which inherits from the selected file.
Everything in the editor is pretty dark right now. We should add an ambient light and ensure the directional light is correctly set.
Sample scenes demonstrating various things
Things that refer to file paths (references, materials, material textures) can have very inconsistent file paths at the moment. I've seen everything from ./foo.file
to /api/files/foo.file
to http://hubs.local:9090/api/files/foo.file
at various stages of adding, setting and saving components/scenes.
It can sometimes lead to scenes breaking.
Currently images are kept in place when exporting the glTF. In the optimization step, move the images into the output directory and rewrite their paths.
Should we inform the user that their .scene
file contains components that are supposed to be attached to nodes that are now missing or renamed?
If not, should we still save those components in the .scene
file?
After #52, orphaned nodes are displayed in the hierarchy, but you cannot move or modify them. Perhaps users should be able to move them under valid nodes.
General documentation on using the editor. Getting started, task-specific tutorials, etc.
This is a big feature. Right now when you edit a referenced scene, it opens that scene in isolation, but you really want to be able to edit it in context of the parent scene. Just putting it here to remember it.
Should show a swatch (and maybe hex/rgb/hsl) and only open full color picker on click.
setAttribute("css-class", "interactable")
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