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// https://github.com/CedricGuillemet/ImGuizmo | |
// v 1.84 WIP | |
// | |
// The MIT License(MIT) | |
// | |
// Copyright(c) 2021 Cedric Guillemet | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files(the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions : | |
// | |
// The above copyright notice and this permission notice shall be included in all | |
// copies or substantial portions of the Software. | |
// | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE | |
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
// SOFTWARE. | |
// | |
// ------------------------------------------------------------------------------------------- | |
// History : | |
// 2019/11/03 View gizmo | |
// 2016/09/11 Behind camera culling. Scaling Delta matrix not multiplied by source matrix scales. local/world rotation and translation fixed. Display message is incorrect (X: ... Y:...) in local mode. | |
// 2016/09/09 Hatched negative axis. Snapping. Documentation update. | |
// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved | |
// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results. | |
// 2016/08/31 First version | |
// | |
// ------------------------------------------------------------------------------------------- | |
// Future (no order): | |
// | |
// - Multi view | |
// - display rotation/translation/scale infos in local/world space and not only local | |
// - finish local/world matrix application | |
// - OPERATION as bitmask | |
// | |
// ------------------------------------------------------------------------------------------- | |
// Example | |
void EditTransform(const Camera& camera, matrix_t& matrix) | |
{ | |
static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE); | |
static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD); | |
if (ImGui::IsKeyPressed(90)) | |
mCurrentGizmoOperation = ImGuizmo::TRANSLATE; | |
if (ImGui::IsKeyPressed(69)) | |
mCurrentGizmoOperation = ImGuizmo::ROTATE; | |
if (ImGui::IsKeyPressed(82)) // r Key | |
mCurrentGizmoOperation = ImGuizmo::SCALE; | |
if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE)) | |
mCurrentGizmoOperation = ImGuizmo::TRANSLATE; | |
ImGui::SameLine(); | |
if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE)) | |
mCurrentGizmoOperation = ImGuizmo::ROTATE; | |
ImGui::SameLine(); | |
if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE)) | |
mCurrentGizmoOperation = ImGuizmo::SCALE; | |
float matrixTranslation[3], matrixRotation[3], matrixScale[3]; | |
ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale); | |
ImGui::InputFloat3("Tr", matrixTranslation, 3); | |
ImGui::InputFloat3("Rt", matrixRotation, 3); | |
ImGui::InputFloat3("Sc", matrixScale, 3); | |
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16); | |
if (mCurrentGizmoOperation != ImGuizmo::SCALE) | |
{ | |
if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL)) | |
mCurrentGizmoMode = ImGuizmo::LOCAL; | |
ImGui::SameLine(); | |
if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD)) | |
mCurrentGizmoMode = ImGuizmo::WORLD; | |
} | |
static bool useSnap(false); | |
if (ImGui::IsKeyPressed(83)) | |
useSnap = !useSnap; | |
ImGui::Checkbox("", &useSnap); | |
ImGui::SameLine(); | |
vec_t snap; | |
switch (mCurrentGizmoOperation) | |
{ | |
case ImGuizmo::TRANSLATE: | |
snap = config.mSnapTranslation; | |
ImGui::InputFloat3("Snap", &snap.x); | |
break; | |
case ImGuizmo::ROTATE: | |
snap = config.mSnapRotation; | |
ImGui::InputFloat("Angle Snap", &snap.x); | |
break; | |
case ImGuizmo::SCALE: | |
snap = config.mSnapScale; | |
ImGui::InputFloat("Scale Snap", &snap.x); | |
break; | |
} | |
ImGuiIO& io = ImGui::GetIO(); | |
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y); | |
ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL); | |
} | |
namespace IMGUIZMO_NAMESPACE | |
{ | |
// call inside your own window and before Manipulate() in order to draw gizmo to that window. | |
// Or pass a specific ImDrawList to draw to (e.g. ImGui::GetForegroundDrawList()). | |
IMGUI_API void SetDrawlist(ImDrawList* drawlist = nullptr); | |
// call BeginFrame right after ImGui_XXXX_NewFrame(); | |
IMGUI_API void BeginFrame(); | |
// this is necessary because when imguizmo is compiled into a dll, and imgui into another | |
// globals are not shared between them. | |
// More details at https://stackoverflow.com/questions/19373061/what-happens-to-global-and-static-variables-in-a-shared-library-when-it-is-dynam | |
// expose method to set imgui context | |
IMGUI_API void SetImGuiContext(ImGuiContext* ctx); | |
// return true if mouse cursor is over any gizmo control (axis, plan or screen component) | |
IMGUI_API bool IsOver(); | |
// return true if mouse IsOver or if the gizmo is in moving state | |
IMGUI_API bool IsUsing(); | |
// enable/disable the gizmo. Stay in the state until next call to Enable. | |
// gizmo is rendered with gray half transparent color when disabled | |
IMGUI_API void Enable(bool enable); | |
// helper functions for manualy editing translation/rotation/scale with an input float | |
// translation, rotation and scale float points to 3 floats each | |
// Angles are in degrees (more suitable for human editing) | |
// example: | |
// float matrixTranslation[3], matrixRotation[3], matrixScale[3]; | |
// ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale); | |
// ImGui::InputFloat3("Tr", matrixTranslation, 3); | |
// ImGui::InputFloat3("Rt", matrixRotation, 3); | |
// ImGui::InputFloat3("Sc", matrixScale, 3); | |
// ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16); | |
// | |
// These functions have some numerical stability issues for now. Use with caution. | |
IMGUI_API void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale); | |
IMGUI_API void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix); | |
IMGUI_API void SetRect(float x, float y, float width, float height); | |
// default is false | |
IMGUI_API void SetOrthographic(bool isOrthographic); | |
// Render a cube with face color corresponding to face normal. Usefull for debug/tests | |
IMGUI_API void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount); | |
IMGUI_API void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize); | |
// call it when you want a gizmo | |
// Needs view and projection matrices. | |
// matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional | |
// translation is applied in world space | |
enum OPERATION | |
{ | |
TRANSLATE_X = (1u << 0), | |
TRANSLATE_Y = (1u << 1), | |
TRANSLATE_Z = (1u << 2), | |
ROTATE_X = (1u << 3), | |
ROTATE_Y = (1u << 4), | |
ROTATE_Z = (1u << 5), | |
ROTATE_SCREEN = (1u << 6), | |
SCALE_X = (1u << 7), | |
SCALE_Y = (1u << 8), | |
SCALE_Z = (1u << 9), | |
BOUNDS = (1u << 10), | |
SCALE_XU = (1u << 11), | |
SCALE_YU = (1u << 12), | |
SCALE_ZU = (1u << 13), | |
TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z, | |
ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN, | |
SCALE = SCALE_X | SCALE_Y | SCALE_Z, | |
SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU, // universal | |
UNIVERSAL = TRANSLATE | ROTATE | SCALEU | |
}; | |
inline OPERATION operator|(OPERATION lhs, OPERATION rhs) | |
{ | |
return static_cast<OPERATION>(static_cast<int>(lhs) | static_cast<int>(rhs)); | |
} | |
enum MODE | |
{ | |
LOCAL, | |
WORLD | |
}; | |
IMGUI_API bool Manipulate(const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix = NULL, const float* snap = NULL, const float* localBounds = NULL, const float* boundsSnap = NULL); | |
// | |
// Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en | |
// It seems to be a defensive patent in the US. I don't think it will bring troubles using it as | |
// other software are using the same mechanics. But just in case, you are now warned! | |
// | |
IMGUI_API void ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor); | |
IMGUI_API void SetID(int id); | |
// return true if the cursor is over the operation's gizmo | |
IMGUI_API bool IsOver(OPERATION op); | |
IMGUI_API void SetGizmoSizeClipSpace(float value); | |
// Allow axis to flip | |
// When true (default), the guizmo axis flip for better visibility | |
// When false, they always stay along the positive world/local axis | |
IMGUI_API void AllowAxisFlip(bool value); | |
} | |