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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
+#if 0
+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);
+}
+#endif
+#pragma once
+
+#ifdef USE_IMGUI_API
+# include "imconfig.h"
+#endif
+#ifndef IMGUI_API
+# define IMGUI_API
+#endif
+
+// NOTE(hnosm): added so that we don't have to force #include <ImGuizmo.h> after everything else
+#include <imgui.h>
+
+#ifndef IMGUIZMO_NAMESPACE
+# define IMGUIZMO_NAMESPACE ImGuizmo
+#endif
+
+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,
+ 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);
+} // namespace IMGUIZMO_NAMESPACE