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Sub-Models #259

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LogicalError opened this issue Jul 18, 2020 · 1 comment
Open

Sub-Models #259

LogicalError opened this issue Jul 18, 2020 · 1 comment
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enhancement New feature or request

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@LogicalError
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All the geometry created from brushes underneath a Model are stored in meshes stored in MeshRenderers/MeshColliders as child GameObjects of the Model.

Sub-Models would allow the user to create meshes for a subsection of the model by grouping a group of brushes under a submodel. The geometry of those brushes that would normally be added to the Model, would in this case end up in meshes stored with the submodel .

This allows the user to first just create the level without worrying about how to subdivide the geometry into sensible pieces for culling, streaming etc. and then later on add, or change the proper sub-models.

@LogicalError LogicalError added the enhancement New feature or request label Jul 18, 2020
@LogicalError
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  • Every submodel must know which brushes belong to it
  • give each submodel a unique ID
    • set this on every brush that belongs to a submodel
    • every model must know which submodels it has
  • needs generatedComponents support (submodels must hold their own MeshRenderers so that you can move it at runtime)
  • mesh generation needs to generate different meshes for different submodels
  • this needs to work work with scene visibility as well
  • make it possible to set the submodel to be the active "model"
  • model transform w/ submodels is tricky .. (slight variations)
    • ideally a submodel and all its parents up to the model would always be at 0,0,0, identity rotation, 1,1,1 scale
  • mesh selection => needs to be able to deal with submodels

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