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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.
+//
+
+#ifndef IMGUI_DEFINE_MATH_OPERATORS
+# define IMGUI_DEFINE_MATH_OPERATORS
+#endif
+#include "ImGuiGuizmo.hpp"
+#include "imgui_internal.h"
+
+#if defined(_MSC_VER) || defined(__MINGW32__)
+# include <malloc.h>
+#endif
+#if !defined(_MSC_VER) && !defined(__MINGW64_VERSION_MAJOR)
+# define _malloca(x) alloca(x)
+# define _freea(x)
+#endif
+
+// includes patches for multiview from
+// https://github.com/CedricGuillemet/ImGuizmo/issues/15
+
+namespace IMGUIZMO_NAMESPACE {
+static const float ZPI = 3.14159265358979323846f;
+static const float RAD2DEG = (180.f / ZPI);
+static const float DEG2RAD = (ZPI / 180.f);
+const float screenRotateSize = 0.06f;
+// scale a bit so translate axis do not touch when in universal
+const float rotationDisplayFactor = 1.2f;
+
+static OPERATION operator&(OPERATION lhs, OPERATION rhs) {
+ return static_cast<OPERATION>(static_cast<int>(lhs) & static_cast<int>(rhs));
+}
+
+static bool operator!=(OPERATION lhs, int rhs) {
+ return static_cast<int>(lhs) != rhs;
+}
+
+static bool Intersects(OPERATION lhs, OPERATION rhs) {
+ return (lhs & rhs) != 0;
+}
+
+// True if lhs contains rhs
+static bool Contains(OPERATION lhs, OPERATION rhs) {
+ return (lhs & rhs) == rhs;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// utility and math
+
+void FPU_MatrixF_x_MatrixF(const float* a, const float* b, float* r) {
+ r[0] = a[0] * b[0] + a[1] * b[4] + a[2] * b[8] + a[3] * b[12];
+ r[1] = a[0] * b[1] + a[1] * b[5] + a[2] * b[9] + a[3] * b[13];
+ r[2] = a[0] * b[2] + a[1] * b[6] + a[2] * b[10] + a[3] * b[14];
+ r[3] = a[0] * b[3] + a[1] * b[7] + a[2] * b[11] + a[3] * b[15];
+
+ r[4] = a[4] * b[0] + a[5] * b[4] + a[6] * b[8] + a[7] * b[12];
+ r[5] = a[4] * b[1] + a[5] * b[5] + a[6] * b[9] + a[7] * b[13];
+ r[6] = a[4] * b[2] + a[5] * b[6] + a[6] * b[10] + a[7] * b[14];
+ r[7] = a[4] * b[3] + a[5] * b[7] + a[6] * b[11] + a[7] * b[15];
+
+ r[8] = a[8] * b[0] + a[9] * b[4] + a[10] * b[8] + a[11] * b[12];
+ r[9] = a[8] * b[1] + a[9] * b[5] + a[10] * b[9] + a[11] * b[13];
+ r[10] = a[8] * b[2] + a[9] * b[6] + a[10] * b[10] + a[11] * b[14];
+ r[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11] * b[15];
+
+ r[12] = a[12] * b[0] + a[13] * b[4] + a[14] * b[8] + a[15] * b[12];
+ r[13] = a[12] * b[1] + a[13] * b[5] + a[14] * b[9] + a[15] * b[13];
+ r[14] = a[12] * b[2] + a[13] * b[6] + a[14] * b[10] + a[15] * b[14];
+ r[15] = a[12] * b[3] + a[13] * b[7] + a[14] * b[11] + a[15] * b[15];
+}
+
+void Frustum(float left, float right, float bottom, float top, float znear, float zfar, float* m16) {
+ float temp, temp2, temp3, temp4;
+ temp = 2.0f * znear;
+ temp2 = right - left;
+ temp3 = top - bottom;
+ temp4 = zfar - znear;
+ m16[0] = temp / temp2;
+ m16[1] = 0.0;
+ m16[2] = 0.0;
+ m16[3] = 0.0;
+ m16[4] = 0.0;
+ m16[5] = temp / temp3;
+ m16[6] = 0.0;
+ m16[7] = 0.0;
+ m16[8] = (right + left) / temp2;
+ m16[9] = (top + bottom) / temp3;
+ m16[10] = (-zfar - znear) / temp4;
+ m16[11] = -1.0f;
+ m16[12] = 0.0;
+ m16[13] = 0.0;
+ m16[14] = (-temp * zfar) / temp4;
+ m16[15] = 0.0;
+}
+
+void Perspective(float fovyInDegrees, float aspectRatio, float znear, float zfar, float* m16) {
+ float ymax, xmax;
+ ymax = znear * tanf(fovyInDegrees * DEG2RAD);
+ xmax = ymax * aspectRatio;
+ Frustum(-xmax, xmax, -ymax, ymax, znear, zfar, m16);
+}
+
+void Cross(const float* a, const float* b, float* r) {
+ r[0] = a[1] * b[2] - a[2] * b[1];
+ r[1] = a[2] * b[0] - a[0] * b[2];
+ r[2] = a[0] * b[1] - a[1] * b[0];
+}
+
+float Dot(const float* a, const float* b) {
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
+}
+
+void Normalize(const float* a, float* r) {
+ float il = 1.f / (sqrtf(Dot(a, a)) + FLT_EPSILON);
+ r[0] = a[0] * il;
+ r[1] = a[1] * il;
+ r[2] = a[2] * il;
+}
+
+void LookAt(const float* eye, const float* at, const float* up, float* m16) {
+ float X[3], Y[3], Z[3], tmp[3];
+
+ tmp[0] = eye[0] - at[0];
+ tmp[1] = eye[1] - at[1];
+ tmp[2] = eye[2] - at[2];
+ Normalize(tmp, Z);
+ Normalize(up, Y);
+ Cross(Y, Z, tmp);
+ Normalize(tmp, X);
+ Cross(Z, X, tmp);
+ Normalize(tmp, Y);
+
+ m16[0] = X[0];
+ m16[1] = Y[0];
+ m16[2] = Z[0];
+ m16[3] = 0.0f;
+ m16[4] = X[1];
+ m16[5] = Y[1];
+ m16[6] = Z[1];
+ m16[7] = 0.0f;
+ m16[8] = X[2];
+ m16[9] = Y[2];
+ m16[10] = Z[2];
+ m16[11] = 0.0f;
+ m16[12] = -Dot(X, eye);
+ m16[13] = -Dot(Y, eye);
+ m16[14] = -Dot(Z, eye);
+ m16[15] = 1.0f;
+}
+
+template <typename T>
+T Clamp(T x, T y, T z) {
+ return ((x < y) ? y : ((x > z) ? z : x));
+}
+template <typename T>
+T max(T x, T y) {
+ return (x > y) ? x : y;
+}
+template <typename T>
+T min(T x, T y) {
+ return (x < y) ? x : y;
+}
+template <typename T>
+bool IsWithin(T x, T y, T z) {
+ return (x >= y) && (x <= z);
+}
+
+struct matrix_t;
+struct vec_t {
+public:
+ float x, y, z, w;
+
+ void Lerp(const vec_t& v, float t) {
+ x += (v.x - x) * t;
+ y += (v.y - y) * t;
+ z += (v.z - z) * t;
+ w += (v.w - w) * t;
+ }
+
+ void Set(float v) { x = y = z = w = v; }
+ void Set(float _x, float _y, float _z = 0.f, float _w = 0.f) {
+ x = _x;
+ y = _y;
+ z = _z;
+ w = _w;
+ }
+
+ vec_t& operator-=(const vec_t& v) {
+ x -= v.x;
+ y -= v.y;
+ z -= v.z;
+ w -= v.w;
+ return *this;
+ }
+ vec_t& operator+=(const vec_t& v) {
+ x += v.x;
+ y += v.y;
+ z += v.z;
+ w += v.w;
+ return *this;
+ }
+ vec_t& operator*=(const vec_t& v) {
+ x *= v.x;
+ y *= v.y;
+ z *= v.z;
+ w *= v.w;
+ return *this;
+ }
+ vec_t& operator*=(float v) {
+ x *= v;
+ y *= v;
+ z *= v;
+ w *= v;
+ return *this;
+ }
+
+ vec_t operator*(float f) const;
+ vec_t operator-() const;
+ vec_t operator-(const vec_t& v) const;
+ vec_t operator+(const vec_t& v) const;
+ vec_t operator*(const vec_t& v) const;
+
+ const vec_t& operator+() const { return (*this); }
+ float Length() const { return sqrtf(x * x + y * y + z * z); };
+ float LengthSq() const { return (x * x + y * y + z * z); };
+ vec_t Normalize() {
+ (*this) *= (1.f / (Length() > FLT_EPSILON ? Length() : FLT_EPSILON));
+ return (*this);
+ }
+ vec_t Normalize(const vec_t& v) {
+ this->Set(v.x, v.y, v.z, v.w);
+ this->Normalize();
+ return (*this);
+ }
+ vec_t Abs() const;
+
+ void Cross(const vec_t& v) {
+ vec_t res;
+ res.x = y * v.z - z * v.y;
+ res.y = z * v.x - x * v.z;
+ res.z = x * v.y - y * v.x;
+
+ x = res.x;
+ y = res.y;
+ z = res.z;
+ w = 0.f;
+ }
+
+ void Cross(const vec_t& v1, const vec_t& v2) {
+ x = v1.y * v2.z - v1.z * v2.y;
+ y = v1.z * v2.x - v1.x * v2.z;
+ z = v1.x * v2.y - v1.y * v2.x;
+ w = 0.f;
+ }
+
+ float Dot(const vec_t& v) const {
+ return (x * v.x) + (y * v.y) + (z * v.z) + (w * v.w);
+ }
+
+ float Dot3(const vec_t& v) const {
+ return (x * v.x) + (y * v.y) + (z * v.z);
+ }
+
+ void Transform(const matrix_t& matrix);
+ void Transform(const vec_t& s, const matrix_t& matrix);
+
+ void TransformVector(const matrix_t& matrix);
+ void TransformPoint(const matrix_t& matrix);
+ void TransformVector(const vec_t& v, const matrix_t& matrix) {
+ (*this) = v;
+ this->TransformVector(matrix);
+ }
+ void TransformPoint(const vec_t& v, const matrix_t& matrix) {
+ (*this) = v;
+ this->TransformPoint(matrix);
+ }
+
+ float& operator[](size_t index) { return ((float*)&x)[index]; }
+ const float& operator[](size_t index) const { return ((float*)&x)[index]; }
+ bool operator!=(const vec_t& other) const { return memcmp(this, &other, sizeof(vec_t)); }
+};
+
+vec_t makeVect(float _x, float _y, float _z = 0.f, float _w = 0.f) {
+ vec_t res;
+ res.x = _x;
+ res.y = _y;
+ res.z = _z;
+ res.w = _w;
+ return res;
+}
+vec_t makeVect(ImVec2 v) {
+ vec_t res;
+ res.x = v.x;
+ res.y = v.y;
+ res.z = 0.f;
+ res.w = 0.f;
+ return res;
+}
+vec_t vec_t::operator*(float f) const {
+ return makeVect(x * f, y * f, z * f, w * f);
+}
+vec_t vec_t::operator-() const {
+ return makeVect(-x, -y, -z, -w);
+}
+vec_t vec_t::operator-(const vec_t& v) const {
+ return makeVect(x - v.x, y - v.y, z - v.z, w - v.w);
+}
+vec_t vec_t::operator+(const vec_t& v) const {
+ return makeVect(x + v.x, y + v.y, z + v.z, w + v.w);
+}
+vec_t vec_t::operator*(const vec_t& v) const {
+ return makeVect(x * v.x, y * v.y, z * v.z, w * v.w);
+}
+vec_t vec_t::Abs() const {
+ return makeVect(fabsf(x), fabsf(y), fabsf(z));
+}
+
+vec_t Normalized(const vec_t& v) {
+ vec_t res;
+ res = v;
+ res.Normalize();
+ return res;
+}
+vec_t Cross(const vec_t& v1, const vec_t& v2) {
+ vec_t res;
+ res.x = v1.y * v2.z - v1.z * v2.y;
+ res.y = v1.z * v2.x - v1.x * v2.z;
+ res.z = v1.x * v2.y - v1.y * v2.x;
+ res.w = 0.f;
+ return res;
+}
+
+float Dot(const vec_t& v1, const vec_t& v2) {
+ return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z);
+}
+
+vec_t BuildPlan(const vec_t& p_point1, const vec_t& p_normal) {
+ vec_t normal, res;
+ normal.Normalize(p_normal);
+ res.w = normal.Dot(p_point1);
+ res.x = normal.x;
+ res.y = normal.y;
+ res.z = normal.z;
+ return res;
+}
+
+struct matrix_t {
+public:
+ union {
+ float m[4][4];
+ float m16[16];
+ struct
+ {
+ vec_t right, up, dir, position;
+ } v;
+ vec_t component[4];
+ };
+
+ operator float*() { return m16; }
+ operator const float*() const { return m16; }
+ void Translation(float _x, float _y, float _z) { this->Translation(makeVect(_x, _y, _z)); }
+
+ void Translation(const vec_t& vt) {
+ v.right.Set(1.f, 0.f, 0.f, 0.f);
+ v.up.Set(0.f, 1.f, 0.f, 0.f);
+ v.dir.Set(0.f, 0.f, 1.f, 0.f);
+ v.position.Set(vt.x, vt.y, vt.z, 1.f);
+ }
+
+ void Scale(float _x, float _y, float _z) {
+ v.right.Set(_x, 0.f, 0.f, 0.f);
+ v.up.Set(0.f, _y, 0.f, 0.f);
+ v.dir.Set(0.f, 0.f, _z, 0.f);
+ v.position.Set(0.f, 0.f, 0.f, 1.f);
+ }
+ void Scale(const vec_t& s) { Scale(s.x, s.y, s.z); }
+
+ matrix_t& operator*=(const matrix_t& mat) {
+ matrix_t tmpMat;
+ tmpMat = *this;
+ tmpMat.Multiply(mat);
+ *this = tmpMat;
+ return *this;
+ }
+ matrix_t operator*(const matrix_t& mat) const {
+ matrix_t matT;
+ matT.Multiply(*this, mat);
+ return matT;
+ }
+
+ void Multiply(const matrix_t& matrix) {
+ matrix_t tmp;
+ tmp = *this;
+
+ FPU_MatrixF_x_MatrixF((float*)&tmp, (float*)&matrix, (float*)this);
+ }
+
+ void Multiply(const matrix_t& m1, const matrix_t& m2) {
+ FPU_MatrixF_x_MatrixF((float*)&m1, (float*)&m2, (float*)this);
+ }
+
+ float GetDeterminant() const {
+ return m[0][0] * m[1][1] * m[2][2] + m[0][1] * m[1][2] * m[2][0] + m[0][2] * m[1][0] * m[2][1] -
+ m[0][2] * m[1][1] * m[2][0] - m[0][1] * m[1][0] * m[2][2] - m[0][0] * m[1][2] * m[2][1];
+ }
+
+ float Inverse(const matrix_t& srcMatrix, bool affine = false);
+ void SetToIdentity() {
+ v.right.Set(1.f, 0.f, 0.f, 0.f);
+ v.up.Set(0.f, 1.f, 0.f, 0.f);
+ v.dir.Set(0.f, 0.f, 1.f, 0.f);
+ v.position.Set(0.f, 0.f, 0.f, 1.f);
+ }
+ void Transpose() {
+ matrix_t tmpm;
+ for (int l = 0; l < 4; l++)
+ {
+ for (int c = 0; c < 4; c++)
+ {
+ tmpm.m[l][c] = m[c][l];
+ }
+ }
+ (*this) = tmpm;
+ }
+
+ void RotationAxis(const vec_t& axis, float angle);
+
+ void OrthoNormalize() {
+ v.right.Normalize();
+ v.up.Normalize();
+ v.dir.Normalize();
+ }
+};
+
+void vec_t::Transform(const matrix_t& matrix) {
+ vec_t out;
+
+ out.x = x * matrix.m[0][0] + y * matrix.m[1][0] + z * matrix.m[2][0] + w * matrix.m[3][0];
+ out.y = x * matrix.m[0][1] + y * matrix.m[1][1] + z * matrix.m[2][1] + w * matrix.m[3][1];
+ out.z = x * matrix.m[0][2] + y * matrix.m[1][2] + z * matrix.m[2][2] + w * matrix.m[3][2];
+ out.w = x * matrix.m[0][3] + y * matrix.m[1][3] + z * matrix.m[2][3] + w * matrix.m[3][3];
+
+ x = out.x;
+ y = out.y;
+ z = out.z;
+ w = out.w;
+}
+
+void vec_t::Transform(const vec_t& s, const matrix_t& matrix) {
+ *this = s;
+ Transform(matrix);
+}
+
+void vec_t::TransformPoint(const matrix_t& matrix) {
+ vec_t out;
+
+ out.x = x * matrix.m[0][0] + y * matrix.m[1][0] + z * matrix.m[2][0] + matrix.m[3][0];
+ out.y = x * matrix.m[0][1] + y * matrix.m[1][1] + z * matrix.m[2][1] + matrix.m[3][1];
+ out.z = x * matrix.m[0][2] + y * matrix.m[1][2] + z * matrix.m[2][2] + matrix.m[3][2];
+ out.w = x * matrix.m[0][3] + y * matrix.m[1][3] + z * matrix.m[2][3] + matrix.m[3][3];
+
+ x = out.x;
+ y = out.y;
+ z = out.z;
+ w = out.w;
+}
+
+void vec_t::TransformVector(const matrix_t& matrix) {
+ vec_t out;
+
+ out.x = x * matrix.m[0][0] + y * matrix.m[1][0] + z * matrix.m[2][0];
+ out.y = x * matrix.m[0][1] + y * matrix.m[1][1] + z * matrix.m[2][1];
+ out.z = x * matrix.m[0][2] + y * matrix.m[1][2] + z * matrix.m[2][2];
+ out.w = x * matrix.m[0][3] + y * matrix.m[1][3] + z * matrix.m[2][3];
+
+ x = out.x;
+ y = out.y;
+ z = out.z;
+ w = out.w;
+}
+
+float matrix_t::Inverse(const matrix_t& srcMatrix, bool affine) {
+ float det = 0;
+
+ if (affine)
+ {
+ det = GetDeterminant();
+ float s = 1 / det;
+ m[0][0] = (srcMatrix.m[1][1] * srcMatrix.m[2][2] - srcMatrix.m[1][2] * srcMatrix.m[2][1]) * s;
+ m[0][1] = (srcMatrix.m[2][1] * srcMatrix.m[0][2] - srcMatrix.m[2][2] * srcMatrix.m[0][1]) * s;
+ m[0][2] = (srcMatrix.m[0][1] * srcMatrix.m[1][2] - srcMatrix.m[0][2] * srcMatrix.m[1][1]) * s;
+ m[1][0] = (srcMatrix.m[1][2] * srcMatrix.m[2][0] - srcMatrix.m[1][0] * srcMatrix.m[2][2]) * s;
+ m[1][1] = (srcMatrix.m[2][2] * srcMatrix.m[0][0] - srcMatrix.m[2][0] * srcMatrix.m[0][2]) * s;
+ m[1][2] = (srcMatrix.m[0][2] * srcMatrix.m[1][0] - srcMatrix.m[0][0] * srcMatrix.m[1][2]) * s;
+ m[2][0] = (srcMatrix.m[1][0] * srcMatrix.m[2][1] - srcMatrix.m[1][1] * srcMatrix.m[2][0]) * s;
+ m[2][1] = (srcMatrix.m[2][0] * srcMatrix.m[0][1] - srcMatrix.m[2][1] * srcMatrix.m[0][0]) * s;
+ m[2][2] = (srcMatrix.m[0][0] * srcMatrix.m[1][1] - srcMatrix.m[0][1] * srcMatrix.m[1][0]) * s;
+ m[3][0] = -(m[0][0] * srcMatrix.m[3][0] + m[1][0] * srcMatrix.m[3][1] + m[2][0] * srcMatrix.m[3][2]);
+ m[3][1] = -(m[0][1] * srcMatrix.m[3][0] + m[1][1] * srcMatrix.m[3][1] + m[2][1] * srcMatrix.m[3][2]);
+ m[3][2] = -(m[0][2] * srcMatrix.m[3][0] + m[1][2] * srcMatrix.m[3][1] + m[2][2] * srcMatrix.m[3][2]);
+ } else
+ {
+ // transpose matrix
+ float src[16];
+ for (int i = 0; i < 4; ++i)
+ {
+ src[i] = srcMatrix.m16[i * 4];
+ src[i + 4] = srcMatrix.m16[i * 4 + 1];
+ src[i + 8] = srcMatrix.m16[i * 4 + 2];
+ src[i + 12] = srcMatrix.m16[i * 4 + 3];
+ }
+
+ // calculate pairs for first 8 elements (cofactors)
+ float tmp[12]; // temp array for pairs
+ tmp[0] = src[10] * src[15];
+ tmp[1] = src[11] * src[14];
+ tmp[2] = src[9] * src[15];
+ tmp[3] = src[11] * src[13];
+ tmp[4] = src[9] * src[14];
+ tmp[5] = src[10] * src[13];
+ tmp[6] = src[8] * src[15];
+ tmp[7] = src[11] * src[12];
+ tmp[8] = src[8] * src[14];
+ tmp[9] = src[10] * src[12];
+ tmp[10] = src[8] * src[13];
+ tmp[11] = src[9] * src[12];
+
+ // calculate first 8 elements (cofactors)
+ m16[0] = (tmp[0] * src[5] + tmp[3] * src[6] + tmp[4] * src[7]) - (tmp[1] * src[5] + tmp[2] * src[6] + tmp[5] * src[7]);
+ m16[1] = (tmp[1] * src[4] + tmp[6] * src[6] + tmp[9] * src[7]) - (tmp[0] * src[4] + tmp[7] * src[6] + tmp[8] * src[7]);
+ m16[2] = (tmp[2] * src[4] + tmp[7] * src[5] + tmp[10] * src[7]) - (tmp[3] * src[4] + tmp[6] * src[5] + tmp[11] * src[7]);
+ m16[3] = (tmp[5] * src[4] + tmp[8] * src[5] + tmp[11] * src[6]) - (tmp[4] * src[4] + tmp[9] * src[5] + tmp[10] * src[6]);
+ m16[4] = (tmp[1] * src[1] + tmp[2] * src[2] + tmp[5] * src[3]) - (tmp[0] * src[1] + tmp[3] * src[2] + tmp[4] * src[3]);
+ m16[5] = (tmp[0] * src[0] + tmp[7] * src[2] + tmp[8] * src[3]) - (tmp[1] * src[0] + tmp[6] * src[2] + tmp[9] * src[3]);
+ m16[6] = (tmp[3] * src[0] + tmp[6] * src[1] + tmp[11] * src[3]) - (tmp[2] * src[0] + tmp[7] * src[1] + tmp[10] * src[3]);
+ m16[7] = (tmp[4] * src[0] + tmp[9] * src[1] + tmp[10] * src[2]) - (tmp[5] * src[0] + tmp[8] * src[1] + tmp[11] * src[2]);
+
+ // calculate pairs for second 8 elements (cofactors)
+ tmp[0] = src[2] * src[7];
+ tmp[1] = src[3] * src[6];
+ tmp[2] = src[1] * src[7];
+ tmp[3] = src[3] * src[5];
+ tmp[4] = src[1] * src[6];
+ tmp[5] = src[2] * src[5];
+ tmp[6] = src[0] * src[7];
+ tmp[7] = src[3] * src[4];
+ tmp[8] = src[0] * src[6];
+ tmp[9] = src[2] * src[4];
+ tmp[10] = src[0] * src[5];
+ tmp[11] = src[1] * src[4];
+
+ // calculate second 8 elements (cofactors)
+ m16[8] = (tmp[0] * src[13] + tmp[3] * src[14] + tmp[4] * src[15]) - (tmp[1] * src[13] + tmp[2] * src[14] + tmp[5] * src[15]);
+ m16[9] = (tmp[1] * src[12] + tmp[6] * src[14] + tmp[9] * src[15]) - (tmp[0] * src[12] + tmp[7] * src[14] + tmp[8] * src[15]);
+ m16[10] = (tmp[2] * src[12] + tmp[7] * src[13] + tmp[10] * src[15]) - (tmp[3] * src[12] + tmp[6] * src[13] + tmp[11] * src[15]);
+ m16[11] = (tmp[5] * src[12] + tmp[8] * src[13] + tmp[11] * src[14]) - (tmp[4] * src[12] + tmp[9] * src[13] + tmp[10] * src[14]);
+ m16[12] = (tmp[2] * src[10] + tmp[5] * src[11] + tmp[1] * src[9]) - (tmp[4] * src[11] + tmp[0] * src[9] + tmp[3] * src[10]);
+ m16[13] = (tmp[8] * src[11] + tmp[0] * src[8] + tmp[7] * src[10]) - (tmp[6] * src[10] + tmp[9] * src[11] + tmp[1] * src[8]);
+ m16[14] = (tmp[6] * src[9] + tmp[11] * src[11] + tmp[3] * src[8]) - (tmp[10] * src[11] + tmp[2] * src[8] + tmp[7] * src[9]);
+ m16[15] = (tmp[10] * src[10] + tmp[4] * src[8] + tmp[9] * src[9]) - (tmp[8] * src[9] + tmp[11] * src[10] + tmp[5] * src[8]);
+
+ // calculate determinant
+ det = src[0] * m16[0] + src[1] * m16[1] + src[2] * m16[2] + src[3] * m16[3];
+
+ // calculate matrix inverse
+ float invdet = 1 / det;
+ for (int j = 0; j < 16; ++j)
+ {
+ m16[j] *= invdet;
+ }
+ }
+
+ return det;
+}
+
+void matrix_t::RotationAxis(const vec_t& axis, float angle) {
+ float length2 = axis.LengthSq();
+ if (length2 < FLT_EPSILON)
+ {
+ SetToIdentity();
+ return;
+ }
+
+ vec_t n = axis * (1.f / sqrtf(length2));
+ float s = sinf(angle);
+ float c = cosf(angle);
+ float k = 1.f - c;
+
+ float xx = n.x * n.x * k + c;
+ float yy = n.y * n.y * k + c;
+ float zz = n.z * n.z * k + c;
+ float xy = n.x * n.y * k;
+ float yz = n.y * n.z * k;
+ float zx = n.z * n.x * k;
+ float xs = n.x * s;
+ float ys = n.y * s;
+ float zs = n.z * s;
+
+ m[0][0] = xx;
+ m[0][1] = xy + zs;
+ m[0][2] = zx - ys;
+ m[0][3] = 0.f;
+ m[1][0] = xy - zs;
+ m[1][1] = yy;
+ m[1][2] = yz + xs;
+ m[1][3] = 0.f;
+ m[2][0] = zx + ys;
+ m[2][1] = yz - xs;
+ m[2][2] = zz;
+ m[2][3] = 0.f;
+ m[3][0] = 0.f;
+ m[3][1] = 0.f;
+ m[3][2] = 0.f;
+ m[3][3] = 1.f;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//
+
+enum MOVETYPE {
+ MT_NONE,
+ MT_MOVE_X,
+ MT_MOVE_Y,
+ MT_MOVE_Z,
+ MT_MOVE_YZ,
+ MT_MOVE_ZX,
+ MT_MOVE_XY,
+ MT_MOVE_SCREEN,
+ MT_ROTATE_X,
+ MT_ROTATE_Y,
+ MT_ROTATE_Z,
+ MT_ROTATE_SCREEN,
+ MT_SCALE_X,
+ MT_SCALE_Y,
+ MT_SCALE_Z,
+ MT_SCALE_XYZ
+};
+
+static bool IsTranslateType(int type) {
+ return type >= MT_MOVE_X && type <= MT_MOVE_SCREEN;
+}
+
+static bool IsRotateType(int type) {
+ return type >= MT_ROTATE_X && type <= MT_ROTATE_SCREEN;
+}
+
+static bool IsScaleType(int type) {
+ return type >= MT_SCALE_X && type <= MT_SCALE_XYZ;
+}
+
+// Matches MT_MOVE_AB order
+static const OPERATION TRANSLATE_PLANS[3] = { TRANSLATE_Y | TRANSLATE_Z, TRANSLATE_X | TRANSLATE_Z, TRANSLATE_X | TRANSLATE_Y };
+
+struct Context {
+ Context()
+ : mbUsing(false), mbEnable(true), mbUsingBounds(false) {
+ }
+
+ ImDrawList* mDrawList;
+
+ MODE mMode;
+ matrix_t mViewMat;
+ matrix_t mProjectionMat;
+ matrix_t mModel;
+ matrix_t mModelLocal; // orthonormalized model
+ matrix_t mModelInverse;
+ matrix_t mModelSource;
+ matrix_t mModelSourceInverse;
+ matrix_t mMVP;
+ matrix_t mMVPLocal; // MVP with full model matrix whereas mMVP's model matrix might only be translation in case of World space edition
+ matrix_t mViewProjection;
+
+ vec_t mModelScaleOrigin;
+ vec_t mCameraEye;
+ vec_t mCameraRight;
+ vec_t mCameraDir;
+ vec_t mCameraUp;
+ vec_t mRayOrigin;
+ vec_t mRayVector;
+
+ float mRadiusSquareCenter;
+ ImVec2 mScreenSquareCenter;
+ ImVec2 mScreenSquareMin;
+ ImVec2 mScreenSquareMax;
+
+ float mScreenFactor;
+ vec_t mRelativeOrigin;
+
+ bool mbUsing;
+ bool mbEnable;
+ bool mbMouseOver;
+ bool mReversed; // reversed projection matrix
+
+ // translation
+ vec_t mTranslationPlan;
+ vec_t mTranslationPlanOrigin;
+ vec_t mMatrixOrigin;
+ vec_t mTranslationLastDelta;
+
+ // rotation
+ vec_t mRotationVectorSource;
+ float mRotationAngle;
+ float mRotationAngleOrigin;
+ // vec_t mWorldToLocalAxis;
+
+ // scale
+ vec_t mScale;
+ vec_t mScaleValueOrigin;
+ vec_t mScaleLast;
+ float mSaveMousePosx;
+
+ // save axis factor when using gizmo
+ bool mBelowAxisLimit[3];
+ bool mBelowPlaneLimit[3];
+ float mAxisFactor[3];
+
+ // bounds stretching
+ // NOTE: these variable only lives during the duration of a drag
+ /// Position in world space, of the knob on the opposite side of the knob being dragged.
+ /// This is the point that needs to space regardless of where anchor is placed.
+ vec_t mBoundsPivot;
+ /// Position in world space, of the knob begin dragged.
+ /// This is the point that's being moved.
+ vec_t mBoundsAnchor;
+ vec_t mBoundsPlan;
+ /// Position in local space, of the knob on the opposite side of the knob being dragged
+ vec_t mBoundsLocalPivot;
+ int mBoundsBestAxis;
+ /// The axes that are being modified by the current operation. May contain 1 or 2 elements.
+ /// Unused elements are filled with -1 during the operation.
+ int mBoundsAxis[2];
+ /// The index of the corner that pivot data is fetched from (opposite side from anchor).
+ int mBoundsPivotCornerIndex;
+ bool mbUsingBounds;
+ bool mbIsUsingBigAnchor;
+ /// Model matrix passed into ImGuizmo::Manipulate()
+ matrix_t mBoundsMatrix;
+
+ //
+ int mCurrentOperation;
+
+ float mX = 0.f;
+ float mY = 0.f;
+ float mWidth = 0.f;
+ float mHeight = 0.f;
+ float mXMax = 0.f;
+ float mYMax = 0.f;
+ float mDisplayRatio = 1.f;
+
+ bool mIsOrthographic = false;
+
+ int mActualID = -1;
+ int mEditingID = -1;
+ OPERATION mOperation = OPERATION(-1);
+
+ bool mAllowAxisFlip = true;
+ float mGizmoSizeClipSpace = 0.1f;
+};
+
+static Context gContext;
+
+static const vec_t directionUnary[3] = { makeVect(1.f, 0.f, 0.f), makeVect(0.f, 1.f, 0.f), makeVect(0.f, 0.f, 1.f) };
+static const ImU32 directionColor[3] = { IM_COL32(0xAA, 0, 0, 0xFF), IM_COL32(0, 0xAA, 0, 0xFF), IM_COL32(0, 0, 0xAA, 0XFF) };
+
+// Alpha: 100%: FF, 87%: DE, 70%: B3, 54%: 8A, 50%: 80, 38%: 61, 12%: 1F
+static const ImU32 planeColor[3] = { IM_COL32(0xAA, 0, 0, 0x61), IM_COL32(0, 0xAA, 0, 0x61), IM_COL32(0, 0, 0xAA, 0x61) };
+static const ImU32 selectionColor = IM_COL32(0xFF, 0x80, 0x10, 0x8A);
+static const ImU32 inactiveColor = IM_COL32(0x99, 0x99, 0x99, 0x99);
+static const ImU32 translationLineColor = IM_COL32(0xAA, 0xAA, 0xAA, 0xAA);
+static const char* translationInfoMask[] = { "X : %5.3f", "Y : %5.3f", "Z : %5.3f", "Y : %5.3f Z : %5.3f", "X : %5.3f Z : %5.3f", "X : %5.3f Y : %5.3f", "X : %5.3f Y : %5.3f Z : %5.3f" };
+static const char* scaleInfoMask[] = { "X : %5.2f", "Y : %5.2f", "Z : %5.2f", "XYZ : %5.2f" };
+static const char* rotationInfoMask[] = { "X : %5.2f deg %5.2f rad", "Y : %5.2f deg %5.2f rad", "Z : %5.2f deg %5.2f rad", "Screen : %5.2f deg %5.2f rad" };
+static const int translationInfoIndex[] = { 0, 0, 0, 1, 0, 0, 2, 0, 0, 1, 2, 0, 0, 2, 0, 0, 1, 0, 0, 1, 2 };
+static const float quadMin = 0.5f;
+static const float quadMax = 0.8f;
+static const float quadUV[8] = { quadMin, quadMin, quadMin, quadMax, quadMax, quadMax, quadMax, quadMin };
+static const int halfCircleSegmentCount = 64;
+static const float snapTension = 0.5f;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//
+static int GetMoveType(OPERATION op, vec_t* gizmoHitProportion);
+static int GetRotateType(OPERATION op);
+static int GetScaleType(OPERATION op);
+
+static ImVec2 worldToPos(const vec_t& worldPos, const matrix_t& mat, ImVec2 position = ImVec2(gContext.mX, gContext.mY), ImVec2 size = ImVec2(gContext.mWidth, gContext.mHeight)) {
+ vec_t trans;
+ trans.TransformPoint(worldPos, mat);
+ trans *= 0.5f / trans.w;
+ trans += makeVect(0.5f, 0.5f);
+ trans.y = 1.f - trans.y;
+ trans.x *= size.x;
+ trans.y *= size.y;
+ trans.x += position.x;
+ trans.y += position.y;
+ return ImVec2(trans.x, trans.y);
+}
+
+static void ComputeCameraRay(vec_t& rayOrigin, vec_t& rayDir, ImVec2 position = ImVec2(gContext.mX, gContext.mY), ImVec2 size = ImVec2(gContext.mWidth, gContext.mHeight)) {
+ ImGuiIO& io = ImGui::GetIO();
+
+ matrix_t mViewProjInverse;
+ mViewProjInverse.Inverse(gContext.mViewMat * gContext.mProjectionMat);
+
+ const float mox = ((io.MousePos.x - position.x) / size.x) * 2.f - 1.f;
+ const float moy = (1.f - ((io.MousePos.y - position.y) / size.y)) * 2.f - 1.f;
+
+ const float zNear = gContext.mReversed ? (1.f - FLT_EPSILON) : 0.f;
+ const float zFar = gContext.mReversed ? 0.f : (1.f - FLT_EPSILON);
+
+ rayOrigin.Transform(makeVect(mox, moy, zNear, 1.f), mViewProjInverse);
+ rayOrigin *= 1.f / rayOrigin.w;
+ vec_t rayEnd;
+ rayEnd.Transform(makeVect(mox, moy, zFar, 1.f), mViewProjInverse);
+ rayEnd *= 1.f / rayEnd.w;
+ rayDir = Normalized(rayEnd - rayOrigin);
+}
+
+static float GetSegmentLengthClipSpace(const vec_t& start, const vec_t& end, const bool localCoordinates = false) {
+ vec_t startOfSegment = start;
+ const matrix_t& mvp = localCoordinates ? gContext.mMVPLocal : gContext.mMVP;
+ startOfSegment.TransformPoint(mvp);
+ if (fabsf(startOfSegment.w) > FLT_EPSILON) // check for axis aligned with camera direction
+ {
+ startOfSegment *= 1.f / startOfSegment.w;
+ }
+
+ vec_t endOfSegment = end;
+ endOfSegment.TransformPoint(mvp);
+ if (fabsf(endOfSegment.w) > FLT_EPSILON) // check for axis aligned with camera direction
+ {
+ endOfSegment *= 1.f / endOfSegment.w;
+ }
+
+ vec_t clipSpaceAxis = endOfSegment - startOfSegment;
+ clipSpaceAxis.y /= gContext.mDisplayRatio;
+ float segmentLengthInClipSpace = sqrtf(clipSpaceAxis.x * clipSpaceAxis.x + clipSpaceAxis.y * clipSpaceAxis.y);
+ return segmentLengthInClipSpace;
+}
+
+static float GetParallelogram(const vec_t& ptO, const vec_t& ptA, const vec_t& ptB) {
+ vec_t pts[] = { ptO, ptA, ptB };
+ for (unsigned int i = 0; i < 3; i++)
+ {
+ pts[i].TransformPoint(gContext.mMVP);
+ if (fabsf(pts[i].w) > FLT_EPSILON) // check for axis aligned with camera direction
+ {
+ pts[i] *= 1.f / pts[i].w;
+ }
+ }
+ vec_t segA = pts[1] - pts[0];
+ vec_t segB = pts[2] - pts[0];
+ segA.y /= gContext.mDisplayRatio;
+ segB.y /= gContext.mDisplayRatio;
+ vec_t segAOrtho = makeVect(-segA.y, segA.x);
+ segAOrtho.Normalize();
+ float dt = segAOrtho.Dot3(segB);
+ float surface = sqrtf(segA.x * segA.x + segA.y * segA.y) * fabsf(dt);
+ return surface;
+}
+
+inline vec_t PointOnSegment(const vec_t& point, const vec_t& vertPos1, const vec_t& vertPos2) {
+ vec_t c = point - vertPos1;
+ vec_t V;
+
+ V.Normalize(vertPos2 - vertPos1);
+ float d = (vertPos2 - vertPos1).Length();
+ float t = V.Dot3(c);
+
+ if (t < 0.f)
+ {
+ return vertPos1;
+ }
+
+ if (t > d)
+ {
+ return vertPos2;
+ }
+
+ return vertPos1 + V * t;
+}
+
+static float IntersectRayPlane(const vec_t& rOrigin, const vec_t& rVector, const vec_t& plan) {
+ const float numer = plan.Dot3(rOrigin) - plan.w;
+ const float denom = plan.Dot3(rVector);
+
+ if (fabsf(denom) < FLT_EPSILON) // normal is orthogonal to vector, cant intersect
+ {
+ return -1.0f;
+ }
+
+ return -(numer / denom);
+}
+
+static float DistanceToPlane(const vec_t& point, const vec_t& plan) {
+ return plan.Dot3(point) + plan.w;
+}
+
+static bool IsInContextRect(ImVec2 p) {
+ return IsWithin(p.x, gContext.mX, gContext.mXMax) && IsWithin(p.y, gContext.mY, gContext.mYMax);
+}
+
+static bool IsHoveringWindow() {
+ ImGuiContext& g = *ImGui::GetCurrentContext();
+ ImGuiWindow* window = ImGui::FindWindowByName(gContext.mDrawList->_OwnerName);
+ if (g.HoveredWindow == window) // Mouse hovering drawlist window
+ return true;
+ if (g.HoveredWindow != NULL) // Any other window is hovered
+ return false;
+ if (ImGui::IsMouseHoveringRect(window->InnerRect.Min, window->InnerRect.Max, false)) // Hovering drawlist window rect, while no other window is hovered (for _NoInputs windows)
+ return true;
+ return false;
+}
+
+void SetRect(float x, float y, float width, float height) {
+ gContext.mX = x;
+ gContext.mY = y;
+ gContext.mWidth = width;
+ gContext.mHeight = height;
+ gContext.mXMax = gContext.mX + gContext.mWidth;
+ gContext.mYMax = gContext.mY + gContext.mXMax;
+ gContext.mDisplayRatio = width / height;
+}
+
+void SetOrthographic(bool isOrthographic) {
+ gContext.mIsOrthographic = isOrthographic;
+}
+
+void SetDrawlist(ImDrawList* drawlist) {
+ gContext.mDrawList = drawlist ? drawlist : ImGui::GetWindowDrawList();
+}
+
+void SetImGuiContext(ImGuiContext* ctx) {
+ ImGui::SetCurrentContext(ctx);
+}
+
+void BeginFrame() {
+ const ImU32 flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoBringToFrontOnFocus;
+
+#ifdef IMGUI_HAS_VIEWPORT
+ ImGui::SetNextWindowSize(ImGui::GetMainViewport()->Size);
+ ImGui::SetNextWindowPos(ImGui::GetMainViewport()->Pos);
+#else
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui::SetNextWindowSize(io.DisplaySize);
+ ImGui::SetNextWindowPos(ImVec2(0, 0));
+#endif
+
+ ImGui::PushStyleColor(ImGuiCol_WindowBg, 0);
+ ImGui::PushStyleColor(ImGuiCol_Border, 0);
+ ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+
+ ImGui::Begin("gizmo", NULL, flags);
+ gContext.mDrawList = ImGui::GetWindowDrawList();
+ ImGui::End();
+ ImGui::PopStyleVar();
+ ImGui::PopStyleColor(2);
+}
+
+bool IsUsing() {
+ return gContext.mbUsing || gContext.mbUsingBounds;
+}
+
+bool IsOver() {
+ return (Intersects(gContext.mOperation, TRANSLATE) && GetMoveType(gContext.mOperation, NULL) != MT_NONE) ||
+ (Intersects(gContext.mOperation, ROTATE) && GetRotateType(gContext.mOperation) != MT_NONE) ||
+ (Intersects(gContext.mOperation, SCALE) && GetScaleType(gContext.mOperation) != MT_NONE) || IsUsing();
+}
+
+bool IsOver(OPERATION op) {
+ if (IsUsing())
+ {
+ return true;
+ }
+ if (Intersects(op, SCALE) && GetScaleType(op) != MT_NONE)
+ {
+ return true;
+ }
+ if (Intersects(op, ROTATE) && GetRotateType(op) != MT_NONE)
+ {
+ return true;
+ }
+ if (Intersects(op, TRANSLATE) && GetMoveType(op, NULL) != MT_NONE)
+ {
+ return true;
+ }
+ return false;
+}
+
+void Enable(bool enable) {
+ gContext.mbEnable = enable;
+ if (!enable)
+ {
+ gContext.mbUsing = false;
+ gContext.mbUsingBounds = false;
+ }
+}
+
+static void ComputeContext(const float* view, const float* projection, float* matrix, MODE mode) {
+ gContext.mMode = mode;
+ gContext.mViewMat = *(matrix_t*)view;
+ gContext.mProjectionMat = *(matrix_t*)projection;
+ gContext.mbMouseOver = IsHoveringWindow();
+
+ gContext.mModelLocal = *(matrix_t*)matrix;
+ gContext.mModelLocal.OrthoNormalize();
+
+ if (mode == LOCAL)
+ {
+ gContext.mModel = gContext.mModelLocal;
+ } else
+ {
+ gContext.mModel.Translation(((matrix_t*)matrix)->v.position);
+ }
+ gContext.mModelSource = *(matrix_t*)matrix;
+ gContext.mModelScaleOrigin.Set(gContext.mModelSource.v.right.Length(), gContext.mModelSource.v.up.Length(), gContext.mModelSource.v.dir.Length());
+
+ gContext.mModelInverse.Inverse(gContext.mModel);
+ gContext.mModelSourceInverse.Inverse(gContext.mModelSource);
+ gContext.mViewProjection = gContext.mViewMat * gContext.mProjectionMat;
+ gContext.mMVP = gContext.mModel * gContext.mViewProjection;
+ gContext.mMVPLocal = gContext.mModelLocal * gContext.mViewProjection;
+
+ matrix_t viewInverse;
+ viewInverse.Inverse(gContext.mViewMat);
+ gContext.mCameraDir = viewInverse.v.dir;
+ gContext.mCameraEye = viewInverse.v.position;
+ gContext.mCameraRight = viewInverse.v.right;
+ gContext.mCameraUp = viewInverse.v.up;
+
+ // projection reverse
+ vec_t nearPos, farPos;
+ nearPos.Transform(makeVect(0, 0, 1.f, 1.f), gContext.mProjectionMat);
+ farPos.Transform(makeVect(0, 0, 2.f, 1.f), gContext.mProjectionMat);
+
+ gContext.mReversed = (nearPos.z / nearPos.w) > (farPos.z / farPos.w);
+
+ // compute scale from the size of camera right vector projected on screen at the matrix position
+ vec_t pointRight = viewInverse.v.right;
+ pointRight.TransformPoint(gContext.mViewProjection);
+ gContext.mScreenFactor = gContext.mGizmoSizeClipSpace / (pointRight.x / pointRight.w - gContext.mMVP.v.position.x / gContext.mMVP.v.position.w);
+
+ vec_t rightViewInverse = viewInverse.v.right;
+ rightViewInverse.TransformVector(gContext.mModelInverse);
+ float rightLength = GetSegmentLengthClipSpace(makeVect(0.f, 0.f), rightViewInverse);
+ gContext.mScreenFactor = gContext.mGizmoSizeClipSpace / rightLength;
+
+ ImVec2 centerSSpace = worldToPos(makeVect(0.f, 0.f), gContext.mMVP);
+ gContext.mScreenSquareCenter = centerSSpace;
+ gContext.mScreenSquareMin = ImVec2(centerSSpace.x - 10.f, centerSSpace.y - 10.f);
+ gContext.mScreenSquareMax = ImVec2(centerSSpace.x + 10.f, centerSSpace.y + 10.f);
+
+ ComputeCameraRay(gContext.mRayOrigin, gContext.mRayVector);
+}
+
+static void ComputeColors(ImU32* colors, int type, OPERATION operation) {
+ if (gContext.mbEnable)
+ {
+ switch (operation)
+ {
+ case TRANSLATE:
+ colors[0] = (type == MT_MOVE_SCREEN) ? selectionColor : IM_COL32_WHITE;
+ for (int i = 0; i < 3; i++)
+ {
+ colors[i + 1] = (type == (int)(MT_MOVE_X + i)) ? selectionColor : directionColor[i];
+ colors[i + 4] = (type == (int)(MT_MOVE_YZ + i)) ? selectionColor : planeColor[i];
+ colors[i + 4] = (type == MT_MOVE_SCREEN) ? selectionColor : colors[i + 4];
+ }
+ break;
+ case ROTATE:
+ colors[0] = (type == MT_ROTATE_SCREEN) ? selectionColor : IM_COL32_WHITE;
+ for (int i = 0; i < 3; i++)
+ {
+ colors[i + 1] = (type == (int)(MT_ROTATE_X + i)) ? selectionColor : directionColor[i];
+ }
+ break;
+ case SCALEU:
+ case SCALE:
+ colors[0] = (type == MT_SCALE_XYZ) ? selectionColor : IM_COL32_WHITE;
+ for (int i = 0; i < 3; i++)
+ {
+ colors[i + 1] = (type == (int)(MT_SCALE_X + i)) ? selectionColor : directionColor[i];
+ }
+ break;
+ // note: this internal function is only called with three possible values for operation
+ default:
+ break;
+ }
+ } else
+ {
+ for (int i = 0; i < 7; i++)
+ {
+ colors[i] = inactiveColor;
+ }
+ }
+}
+
+static void ComputeTripodAxisAndVisibility(const int axisIndex, vec_t& dirAxis, vec_t& dirPlaneX, vec_t& dirPlaneY, bool& belowAxisLimit, bool& belowPlaneLimit, const bool localCoordinates = false) {
+ dirAxis = directionUnary[axisIndex];
+ dirPlaneX = directionUnary[(axisIndex + 1) % 3];
+ dirPlaneY = directionUnary[(axisIndex + 2) % 3];
+
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID))
+ {
+ // when using, use stored factors so the gizmo doesn't flip when we translate
+ belowAxisLimit = gContext.mBelowAxisLimit[axisIndex];
+ belowPlaneLimit = gContext.mBelowPlaneLimit[axisIndex];
+
+ dirAxis *= gContext.mAxisFactor[axisIndex];
+ dirPlaneX *= gContext.mAxisFactor[(axisIndex + 1) % 3];
+ dirPlaneY *= gContext.mAxisFactor[(axisIndex + 2) % 3];
+ } else
+ {
+ // new method
+ float lenDir = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), dirAxis, localCoordinates);
+ float lenDirMinus = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), -dirAxis, localCoordinates);
+
+ float lenDirPlaneX = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), dirPlaneX, localCoordinates);
+ float lenDirMinusPlaneX = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), -dirPlaneX, localCoordinates);
+
+ float lenDirPlaneY = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), dirPlaneY, localCoordinates);
+ float lenDirMinusPlaneY = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), -dirPlaneY, localCoordinates);
+
+ // For readability
+ bool& allowFlip = gContext.mAllowAxisFlip;
+ float mulAxis = (allowFlip && lenDir < lenDirMinus && fabsf(lenDir - lenDirMinus) > FLT_EPSILON) ? -1.f : 1.f;
+ float mulAxisX = (allowFlip && lenDirPlaneX < lenDirMinusPlaneX && fabsf(lenDirPlaneX - lenDirMinusPlaneX) > FLT_EPSILON) ? -1.f : 1.f;
+ float mulAxisY = (allowFlip && lenDirPlaneY < lenDirMinusPlaneY && fabsf(lenDirPlaneY - lenDirMinusPlaneY) > FLT_EPSILON) ? -1.f : 1.f;
+ dirAxis *= mulAxis;
+ dirPlaneX *= mulAxisX;
+ dirPlaneY *= mulAxisY;
+
+ // for axis
+ float axisLengthInClipSpace = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), dirAxis * gContext.mScreenFactor, localCoordinates);
+
+ float paraSurf = GetParallelogram(makeVect(0.f, 0.f, 0.f), dirPlaneX * gContext.mScreenFactor, dirPlaneY * gContext.mScreenFactor);
+ belowPlaneLimit = (paraSurf > 0.0025f);
+ belowAxisLimit = (axisLengthInClipSpace > 0.02f);
+
+ // and store values
+ gContext.mAxisFactor[axisIndex] = mulAxis;
+ gContext.mAxisFactor[(axisIndex + 1) % 3] = mulAxisX;
+ gContext.mAxisFactor[(axisIndex + 2) % 3] = mulAxisY;
+ gContext.mBelowAxisLimit[axisIndex] = belowAxisLimit;
+ gContext.mBelowPlaneLimit[axisIndex] = belowPlaneLimit;
+ }
+}
+
+static void ComputeSnap(float* value, float snap) {
+ if (snap <= FLT_EPSILON)
+ {
+ return;
+ }
+
+ float modulo = fmodf(*value, snap);
+ float moduloRatio = fabsf(modulo) / snap;
+ if (moduloRatio < snapTension)
+ {
+ *value -= modulo;
+ } else if (moduloRatio > (1.f - snapTension))
+ {
+ *value = *value - modulo + snap * ((*value < 0.f) ? -1.f : 1.f);
+ }
+}
+static void ComputeSnap(vec_t& value, const float* snap) {
+ for (int i = 0; i < 3; i++)
+ {
+ ComputeSnap(&value[i], snap[i]);
+ }
+}
+
+static float ComputeAngleOnPlan() {
+ const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
+ vec_t localPos = Normalized(gContext.mRayOrigin + gContext.mRayVector * len - gContext.mModel.v.position);
+
+ vec_t perpendicularVector;
+ perpendicularVector.Cross(gContext.mRotationVectorSource, gContext.mTranslationPlan);
+ perpendicularVector.Normalize();
+ float acosAngle = Clamp(Dot(localPos, gContext.mRotationVectorSource), -1.f, 1.f);
+ float angle = acosf(acosAngle);
+ angle *= (Dot(localPos, perpendicularVector) < 0.f) ? 1.f : -1.f;
+ return angle;
+}
+
+static void DrawRotationGizmo(OPERATION op, int type) {
+ if (!Intersects(op, ROTATE))
+ {
+ return;
+ }
+ ImDrawList* drawList = gContext.mDrawList;
+
+ // colors
+ ImU32 colors[7];
+ ComputeColors(colors, type, ROTATE);
+
+ vec_t cameraToModelNormalized;
+ if (gContext.mIsOrthographic)
+ {
+ matrix_t viewInverse;
+ viewInverse.Inverse(*(matrix_t*)&gContext.mViewMat);
+ cameraToModelNormalized = viewInverse.v.dir;
+ } else
+ {
+ cameraToModelNormalized = Normalized(gContext.mModel.v.position - gContext.mCameraEye);
+ }
+
+ cameraToModelNormalized.TransformVector(gContext.mModelInverse);
+
+ gContext.mRadiusSquareCenter = screenRotateSize * gContext.mHeight;
+
+ bool hasRSC = Intersects(op, ROTATE_SCREEN);
+ for (int axis = 0; axis < 3; axis++)
+ {
+ if (!Intersects(op, static_cast<OPERATION>(ROTATE_Z >> axis)))
+ {
+ continue;
+ }
+ const bool usingAxis = (gContext.mbUsing && type == MT_ROTATE_Z - axis);
+ const int circleMul = (hasRSC && !usingAxis) ? 1 : 2;
+
+ ImVec2* circlePos = (ImVec2*)alloca(sizeof(ImVec2) * (circleMul * halfCircleSegmentCount + 1));
+
+ float angleStart = atan2f(cameraToModelNormalized[(4 - axis) % 3], cameraToModelNormalized[(3 - axis) % 3]) + ZPI * 0.5f;
+
+ for (int i = 0; i < circleMul * halfCircleSegmentCount + 1; i++)
+ {
+ float ng = angleStart + (float)circleMul * ZPI * ((float)i / (float)halfCircleSegmentCount);
+ vec_t axisPos = makeVect(cosf(ng), sinf(ng), 0.f);
+ vec_t pos = makeVect(axisPos[axis], axisPos[(axis + 1) % 3], axisPos[(axis + 2) % 3]) * gContext.mScreenFactor * rotationDisplayFactor;
+ circlePos[i] = worldToPos(pos, gContext.mMVP);
+ }
+ if (!gContext.mbUsing || usingAxis)
+ {
+ drawList->AddPolyline(circlePos, circleMul * halfCircleSegmentCount + 1, colors[3 - axis], false, 2);
+ }
+
+ float radiusAxis = sqrtf((ImLengthSqr(worldToPos(gContext.mModel.v.position, gContext.mViewProjection) - circlePos[0])));
+ if (radiusAxis > gContext.mRadiusSquareCenter)
+ {
+ gContext.mRadiusSquareCenter = radiusAxis;
+ }
+ }
+ if (hasRSC && (!gContext.mbUsing || type == MT_ROTATE_SCREEN))
+ {
+ drawList->AddCircle(worldToPos(gContext.mModel.v.position, gContext.mViewProjection), gContext.mRadiusSquareCenter, colors[0], 64, 3.f);
+ }
+
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID) && IsRotateType(type))
+ {
+ ImVec2 circlePos[halfCircleSegmentCount + 1];
+
+ circlePos[0] = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
+ for (unsigned int i = 1; i < halfCircleSegmentCount; i++)
+ {
+ float ng = gContext.mRotationAngle * ((float)(i - 1) / (float)(halfCircleSegmentCount - 1));
+ matrix_t rotateVectorMatrix;
+ rotateVectorMatrix.RotationAxis(gContext.mTranslationPlan, ng);
+ vec_t pos;
+ pos.TransformPoint(gContext.mRotationVectorSource, rotateVectorMatrix);
+ pos *= gContext.mScreenFactor * rotationDisplayFactor;
+ circlePos[i] = worldToPos(pos + gContext.mModel.v.position, gContext.mViewProjection);
+ }
+ drawList->AddConvexPolyFilled(circlePos, halfCircleSegmentCount, IM_COL32(0xFF, 0x80, 0x10, 0x80));
+ drawList->AddPolyline(circlePos, halfCircleSegmentCount, IM_COL32(0xFF, 0x80, 0x10, 0xFF), true, 2);
+
+ ImVec2 destinationPosOnScreen = circlePos[1];
+ char tmps[512];
+ ImFormatString(tmps, sizeof(tmps), rotationInfoMask[type - MT_ROTATE_X], (gContext.mRotationAngle / ZPI) * 180.f, gContext.mRotationAngle);
+ drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), IM_COL32_BLACK, tmps);
+ drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), IM_COL32_WHITE, tmps);
+ }
+}
+
+static void DrawHatchedAxis(const vec_t& axis) {
+ for (int j = 1; j < 10; j++)
+ {
+ ImVec2 baseSSpace2 = worldToPos(axis * 0.05f * (float)(j * 2) * gContext.mScreenFactor, gContext.mMVP);
+ ImVec2 worldDirSSpace2 = worldToPos(axis * 0.05f * (float)(j * 2 + 1) * gContext.mScreenFactor, gContext.mMVP);
+ gContext.mDrawList->AddLine(baseSSpace2, worldDirSSpace2, IM_COL32(0, 0, 0, 0x80), 6.f);
+ }
+}
+
+static void DrawScaleGizmo(OPERATION op, int type) {
+ ImDrawList* drawList = gContext.mDrawList;
+
+ if (!Intersects(op, SCALE))
+ {
+ return;
+ }
+
+ // colors
+ ImU32 colors[7];
+ ComputeColors(colors, type, SCALE);
+
+ // draw
+ vec_t scaleDisplay = { 1.f, 1.f, 1.f, 1.f };
+
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID))
+ {
+ scaleDisplay = gContext.mScale;
+ }
+
+ for (int i = 0; i < 3; i++)
+ {
+ if (!Intersects(op, static_cast<OPERATION>(SCALE_X << i)))
+ {
+ continue;
+ }
+ const bool usingAxis = (gContext.mbUsing && type == MT_SCALE_X + i);
+ if (!gContext.mbUsing || usingAxis)
+ {
+ vec_t dirPlaneX, dirPlaneY, dirAxis;
+ bool belowAxisLimit, belowPlaneLimit;
+ ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit, true);
+
+ // draw axis
+ if (belowAxisLimit)
+ {
+ bool hasTranslateOnAxis = Contains(op, static_cast<OPERATION>(TRANSLATE_X << i));
+ float markerScale = hasTranslateOnAxis ? 1.4f : 1.0f;
+ ImVec2 baseSSpace = worldToPos(dirAxis * 0.1f * gContext.mScreenFactor, gContext.mMVP);
+ ImVec2 worldDirSSpaceNoScale = worldToPos(dirAxis * markerScale * gContext.mScreenFactor, gContext.mMVP);
+ ImVec2 worldDirSSpace = worldToPos((dirAxis * markerScale * scaleDisplay[i]) * gContext.mScreenFactor, gContext.mMVP);
+
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID))
+ {
+ drawList->AddLine(baseSSpace, worldDirSSpaceNoScale, IM_COL32(0x40, 0x40, 0x40, 0xFF), 3.f);
+ drawList->AddCircleFilled(worldDirSSpaceNoScale, 6.f, IM_COL32(0x40, 0x40, 0x40, 0xFF));
+ }
+
+ if (!hasTranslateOnAxis || gContext.mbUsing)
+ {
+ drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 3.f);
+ }
+ drawList->AddCircleFilled(worldDirSSpace, 6.f, colors[i + 1]);
+
+ if (gContext.mAxisFactor[i] < 0.f)
+ {
+ DrawHatchedAxis(dirAxis * scaleDisplay[i]);
+ }
+ }
+ }
+ }
+
+ // draw screen cirle
+ drawList->AddCircleFilled(gContext.mScreenSquareCenter, 6.f, colors[0], 32);
+
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID) && IsScaleType(type))
+ {
+ // ImVec2 sourcePosOnScreen = worldToPos(gContext.mMatrixOrigin, gContext.mViewProjection);
+ ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
+ /*vec_t dif(destinationPosOnScreen.x - sourcePosOnScreen.x, destinationPosOnScreen.y - sourcePosOnScreen.y);
+ dif.Normalize();
+ dif *= 5.f;
+ drawList->AddCircle(sourcePosOnScreen, 6.f, translationLineColor);
+ drawList->AddCircle(destinationPosOnScreen, 6.f, translationLineColor);
+ drawList->AddLine(ImVec2(sourcePosOnScreen.x + dif.x, sourcePosOnScreen.y + dif.y), ImVec2(destinationPosOnScreen.x - dif.x, destinationPosOnScreen.y - dif.y), translationLineColor, 2.f);
+ */
+ char tmps[512];
+ // vec_t deltaInfo = gContext.mModel.v.position - gContext.mMatrixOrigin;
+ int componentInfoIndex = (type - MT_SCALE_X) * 3;
+ ImFormatString(tmps, sizeof(tmps), scaleInfoMask[type - MT_SCALE_X], scaleDisplay[translationInfoIndex[componentInfoIndex]]);
+ drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), IM_COL32_BLACK, tmps);
+ drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), IM_COL32_WHITE, tmps);
+ }
+}
+
+static void DrawScaleUniveralGizmo(OPERATION op, int type) {
+ ImDrawList* drawList = gContext.mDrawList;
+
+ if (!Intersects(op, SCALEU))
+ {
+ return;
+ }
+
+ // colors
+ ImU32 colors[7];
+ ComputeColors(colors, type, SCALEU);
+
+ // draw
+ vec_t scaleDisplay = { 1.f, 1.f, 1.f, 1.f };
+
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID))
+ {
+ scaleDisplay = gContext.mScale;
+ }
+
+ for (int i = 0; i < 3; i++)
+ {
+ if (!Intersects(op, static_cast<OPERATION>(SCALE_XU << i)))
+ {
+ continue;
+ }
+ const bool usingAxis = (gContext.mbUsing && type == MT_SCALE_X + i);
+ if (!gContext.mbUsing || usingAxis)
+ {
+ vec_t dirPlaneX, dirPlaneY, dirAxis;
+ bool belowAxisLimit, belowPlaneLimit;
+ ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit, true);
+
+ // draw axis
+ if (belowAxisLimit)
+ {
+ bool hasTranslateOnAxis = Contains(op, static_cast<OPERATION>(TRANSLATE_X << i));
+ float markerScale = hasTranslateOnAxis ? 1.4f : 1.0f;
+ // ImVec2 baseSSpace = worldToPos(dirAxis * 0.1f * gContext.mScreenFactor, gContext.mMVPLocal);
+ // ImVec2 worldDirSSpaceNoScale = worldToPos(dirAxis * markerScale * gContext.mScreenFactor, gContext.mMVP);
+ ImVec2 worldDirSSpace = worldToPos((dirAxis * markerScale * scaleDisplay[i]) * gContext.mScreenFactor, gContext.mMVPLocal);
+
+#if 0
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID))
+ {
+ drawList->AddLine(baseSSpace, worldDirSSpaceNoScale, IM_COL32(0x40, 0x40, 0x40, 0xFF), 3.f);
+ drawList->AddCircleFilled(worldDirSSpaceNoScale, 6.f, IM_COL32(0x40, 0x40, 0x40, 0xFF));
+ }
+ /*
+ if (!hasTranslateOnAxis || gContext.mbUsing)
+ {
+ drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 3.f);
+ }
+ */
+#endif
+ drawList->AddCircleFilled(worldDirSSpace, 12.f, colors[i + 1]);
+ }
+ }
+ }
+
+ // draw screen cirle
+ drawList->AddCircle(gContext.mScreenSquareCenter, 20.f, colors[0], 32, 3.f);
+
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID) && IsScaleType(type))
+ {
+ // ImVec2 sourcePosOnScreen = worldToPos(gContext.mMatrixOrigin, gContext.mViewProjection);
+ ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
+ /*vec_t dif(destinationPosOnScreen.x - sourcePosOnScreen.x, destinationPosOnScreen.y - sourcePosOnScreen.y);
+ dif.Normalize();
+ dif *= 5.f;
+ drawList->AddCircle(sourcePosOnScreen, 6.f, translationLineColor);
+ drawList->AddCircle(destinationPosOnScreen, 6.f, translationLineColor);
+ drawList->AddLine(ImVec2(sourcePosOnScreen.x + dif.x, sourcePosOnScreen.y + dif.y), ImVec2(destinationPosOnScreen.x - dif.x, destinationPosOnScreen.y - dif.y), translationLineColor, 2.f);
+ */
+ char tmps[512];
+ // vec_t deltaInfo = gContext.mModel.v.position - gContext.mMatrixOrigin;
+ int componentInfoIndex = (type - MT_SCALE_X) * 3;
+ ImFormatString(tmps, sizeof(tmps), scaleInfoMask[type - MT_SCALE_X], scaleDisplay[translationInfoIndex[componentInfoIndex]]);
+ drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), IM_COL32_BLACK, tmps);
+ drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), IM_COL32_WHITE, tmps);
+ }
+}
+
+static void DrawTranslationGizmo(OPERATION op, int type) {
+ ImDrawList* drawList = gContext.mDrawList;
+ if (!drawList)
+ {
+ return;
+ }
+
+ if (!Intersects(op, TRANSLATE))
+ {
+ return;
+ }
+
+ // colors
+ ImU32 colors[7];
+ ComputeColors(colors, type, TRANSLATE);
+
+ const ImVec2 origin = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
+
+ // draw
+ bool belowAxisLimit = false;
+ bool belowPlaneLimit = false;
+ for (int i = 0; i < 3; ++i)
+ {
+ vec_t dirPlaneX, dirPlaneY, dirAxis;
+ ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit);
+
+ if (!gContext.mbUsing || (gContext.mbUsing && type == MT_MOVE_X + i))
+ {
+ // draw axis
+ if (belowAxisLimit && Intersects(op, static_cast<OPERATION>(TRANSLATE_X << i)))
+ {
+ ImVec2 baseSSpace = worldToPos(dirAxis * 0.1f * gContext.mScreenFactor, gContext.mMVP);
+ ImVec2 worldDirSSpace = worldToPos(dirAxis * gContext.mScreenFactor, gContext.mMVP);
+
+ drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 3.f);
+
+ // Arrow head begin
+ ImVec2 dir(origin - worldDirSSpace);
+
+ float d = sqrtf(ImLengthSqr(dir));
+ dir /= d; // Normalize
+ dir *= 6.0f;
+
+ ImVec2 ortogonalDir(dir.y, -dir.x); // Perpendicular vector
+ ImVec2 a(worldDirSSpace + dir);
+ drawList->AddTriangleFilled(worldDirSSpace - dir, a + ortogonalDir, a - ortogonalDir, colors[i + 1]);
+ // Arrow head end
+
+ if (gContext.mAxisFactor[i] < 0.f)
+ {
+ DrawHatchedAxis(dirAxis);
+ }
+ }
+ }
+ // draw plane
+ if (!gContext.mbUsing || (gContext.mbUsing && type == MT_MOVE_YZ + i))
+ {
+ if (belowPlaneLimit && Contains(op, TRANSLATE_PLANS[i]))
+ {
+ ImVec2 screenQuadPts[4];
+ for (int j = 0; j < 4; ++j)
+ {
+ vec_t cornerWorldPos = (dirPlaneX * quadUV[j * 2] + dirPlaneY * quadUV[j * 2 + 1]) * gContext.mScreenFactor;
+ screenQuadPts[j] = worldToPos(cornerWorldPos, gContext.mMVP);
+ }
+ drawList->AddPolyline(screenQuadPts, 4, directionColor[i], true, 1.0f);
+ drawList->AddConvexPolyFilled(screenQuadPts, 4, colors[i + 4]);
+ }
+ }
+ }
+
+ drawList->AddCircleFilled(gContext.mScreenSquareCenter, 6.f, colors[0], 32);
+
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID) && IsTranslateType(type))
+ {
+ ImVec2 sourcePosOnScreen = worldToPos(gContext.mMatrixOrigin, gContext.mViewProjection);
+ ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
+ vec_t dif = { destinationPosOnScreen.x - sourcePosOnScreen.x, destinationPosOnScreen.y - sourcePosOnScreen.y, 0.f, 0.f };
+ dif.Normalize();
+ dif *= 5.f;
+ drawList->AddCircle(sourcePosOnScreen, 6.f, translationLineColor);
+ drawList->AddCircle(destinationPosOnScreen, 6.f, translationLineColor);
+ drawList->AddLine(ImVec2(sourcePosOnScreen.x + dif.x, sourcePosOnScreen.y + dif.y), ImVec2(destinationPosOnScreen.x - dif.x, destinationPosOnScreen.y - dif.y), translationLineColor, 2.f);
+
+ char tmps[512];
+ vec_t deltaInfo = gContext.mModel.v.position - gContext.mMatrixOrigin;
+ int componentInfoIndex = (type - MT_MOVE_X) * 3;
+ ImFormatString(tmps, sizeof(tmps), translationInfoMask[type - MT_MOVE_X], deltaInfo[translationInfoIndex[componentInfoIndex]], deltaInfo[translationInfoIndex[componentInfoIndex + 1]], deltaInfo[translationInfoIndex[componentInfoIndex + 2]]);
+ drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), IM_COL32_BLACK, tmps);
+ drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), IM_COL32_WHITE, tmps);
+ }
+}
+
+static bool CanActivate() {
+ if (ImGui::IsMouseClicked(0) && !ImGui::IsAnyItemHovered() && !ImGui::IsAnyItemActive())
+ {
+ return true;
+ }
+ return false;
+}
+
+static bool HandleAndDrawLocalBounds(float* bounds, matrix_t* matrix, const float* snapValues, OPERATION operation) {
+ ImGuiIO& io = ImGui::GetIO();
+ ImDrawList* drawList = gContext.mDrawList;
+
+ // compute best projection axis
+ vec_t axesWorldDirections[3];
+ vec_t bestAxisWorldDirection = { 0.0f, 0.0f, 0.0f, 0.0f };
+ int axes[3];
+ unsigned int numAxes = 1;
+ axes[0] = gContext.mBoundsBestAxis;
+ int bestAxis = axes[0];
+ if (!gContext.mbUsingBounds)
+ {
+ numAxes = 0;
+ float bestDot = 0.f;
+ for (int i = 0; i < 3; i++)
+ {
+ vec_t dirPlaneNormalWorld;
+ dirPlaneNormalWorld.TransformVector(directionUnary[i], gContext.mModelSource);
+ dirPlaneNormalWorld.Normalize();
+
+ float dt = fabsf(Dot(Normalized(gContext.mCameraEye - gContext.mModelSource.v.position), dirPlaneNormalWorld));
+ if (dt >= bestDot)
+ {
+ bestDot = dt;
+ bestAxis = i;
+ bestAxisWorldDirection = dirPlaneNormalWorld;
+ }
+
+ if (dt >= 0.1f)
+ {
+ axes[numAxes] = i;
+ axesWorldDirections[numAxes] = dirPlaneNormalWorld;
+ ++numAxes;
+ }
+ }
+ }
+
+ if (numAxes == 0)
+ {
+ axes[0] = bestAxis;
+ axesWorldDirections[0] = bestAxisWorldDirection;
+ numAxes = 1;
+ }
+
+ else if (bestAxis != axes[0])
+ {
+ unsigned int bestIndex = 0;
+ for (unsigned int i = 0; i < numAxes; i++)
+ {
+ if (axes[i] == bestAxis)
+ {
+ bestIndex = i;
+ break;
+ }
+ }
+ int tempAxis = axes[0];
+ axes[0] = axes[bestIndex];
+ axes[bestIndex] = tempAxis;
+ vec_t tempDirection = axesWorldDirections[0];
+ axesWorldDirections[0] = axesWorldDirections[bestIndex];
+ axesWorldDirections[bestIndex] = tempDirection;
+ }
+
+ matrix_t boundsMVP = gContext.mModelSource * gContext.mViewProjection;
+ for (unsigned int axisIndex = 0; axisIndex < numAxes; ++axisIndex)
+ {
+ bestAxis = axes[axisIndex];
+ bestAxisWorldDirection = axesWorldDirections[axisIndex];
+
+ // Corners of the plane (rectangle) containing bestAxis
+ vec_t corners[4];
+
+ int secondAxis = (bestAxis + 1) % 3;
+ int thirdAxis = (bestAxis + 2) % 3;
+ // ImU32 col[] = { IM_COL32(255, 0, 0, 255), IM_COL32(0, 255, 0, 255), IM_COL32(0, 0, 255, 255) };
+ for (int i = 0; i < 4; i++) {
+ corners[i].w = 0.0f;
+ corners[i][bestAxis] = 0.0f;
+ corners[i][secondAxis] = bounds[secondAxis + 3 * (i >> 1)];
+ corners[i][thirdAxis] = bounds[thirdAxis + 3 * ((i >> 1) ^ (i & 1))];
+
+ // ImVec2 pos = worldToPos(corners[i], boundsMVP);
+ // drawList->AddCircleFilled(pos, 10.0f, col[axisIndex]);
+ }
+
+ // draw bounds
+ unsigned int anchorAlpha = gContext.mbEnable ? IM_COL32_BLACK : IM_COL32(0, 0, 0, 0x80);
+
+ for (int i = 0; i < 4; i++)
+ {
+ ImVec2 worldBound1 = worldToPos(corners[i], boundsMVP);
+ ImVec2 worldBound2 = worldToPos(corners[(i + 1) % 4], boundsMVP);
+ if (!IsInContextRect(worldBound1) || !IsInContextRect(worldBound2))
+ {
+ continue;
+ }
+ float boundDistance = sqrtf(ImLengthSqr(worldBound1 - worldBound2));
+ int stepCount = (int)(boundDistance / 10.f);
+ stepCount = min(stepCount, 1000);
+ float stepLength = 1.f / (float)stepCount;
+ for (int j = 0; j < stepCount; j++)
+ {
+ float t1 = (float)j * stepLength;
+ float t2 = (float)j * stepLength + stepLength * 0.5f;
+ ImVec2 worldBoundSS1 = ImLerp(worldBound1, worldBound2, ImVec2(t1, t1));
+ ImVec2 worldBoundSS2 = ImLerp(worldBound1, worldBound2, ImVec2(t2, t2));
+ // drawList->AddLine(worldBoundSS1, worldBoundSS2, IM_COL32(0, 0, 0, 0) + anchorAlpha, 3.f);
+ drawList->AddLine(worldBoundSS1, worldBoundSS2, IM_COL32(0xAA, 0xAA, 0xAA, 0) + anchorAlpha, 2.f);
+ }
+ vec_t midPoint = (corners[i] + corners[(i + 1) % 4]) * 0.5f;
+ ImVec2 midBound = worldToPos(midPoint, boundsMVP);
+ static const float AnchorBigRadius = 8.f;
+ static const float AnchorSmallRadius = 6.f;
+ bool overBigAnchor = ImLengthSqr(worldBound1 - io.MousePos) <= (AnchorBigRadius * AnchorBigRadius);
+ bool overSmallAnchor = ImLengthSqr(midBound - io.MousePos) <= (AnchorBigRadius * AnchorBigRadius);
+
+ int type = MT_NONE;
+ vec_t gizmoHitProportion;
+
+ if (Intersects(operation, TRANSLATE))
+ {
+ type = GetMoveType(operation, &gizmoHitProportion);
+ }
+ if (Intersects(operation, ROTATE) && type == MT_NONE)
+ {
+ type = GetRotateType(operation);
+ }
+ if (Intersects(operation, SCALE) && type == MT_NONE)
+ {
+ type = GetScaleType(operation);
+ }
+
+ if (type != MT_NONE)
+ {
+ overBigAnchor = false;
+ overSmallAnchor = false;
+ }
+
+ unsigned int bigAnchorColor = overBigAnchor ? selectionColor : (IM_COL32(0xAA, 0xAA, 0xAA, 0) + anchorAlpha);
+ unsigned int smallAnchorColor = overSmallAnchor ? selectionColor : (IM_COL32(0xAA, 0xAA, 0xAA, 0) + anchorAlpha);
+
+ drawList->AddCircleFilled(worldBound1, AnchorBigRadius, IM_COL32_BLACK);
+ drawList->AddCircleFilled(worldBound1, AnchorBigRadius - 1.2f, bigAnchorColor);
+
+ drawList->AddCircleFilled(midBound, AnchorSmallRadius, IM_COL32_BLACK);
+ drawList->AddCircleFilled(midBound, AnchorSmallRadius - 1.2f, smallAnchorColor);
+ int oppositeIndex = (i + 2) % 4;
+ // big anchor on corners
+ if (!gContext.mbUsingBounds && gContext.mbEnable && overBigAnchor && CanActivate())
+ {
+ gContext.mBoundsPivot.TransformPoint(corners[(i + 2) % 4], gContext.mModelSource);
+ gContext.mBoundsAnchor.TransformPoint(corners[i], gContext.mModelSource);
+ gContext.mBoundsPlan = BuildPlan(gContext.mBoundsAnchor, bestAxisWorldDirection);
+ gContext.mBoundsBestAxis = bestAxis;
+ gContext.mBoundsAxis[0] = secondAxis;
+ gContext.mBoundsAxis[1] = thirdAxis;
+
+ gContext.mBoundsLocalPivot.Set(0.f);
+ gContext.mBoundsLocalPivot[secondAxis] = corners[oppositeIndex][secondAxis];
+ gContext.mBoundsLocalPivot[thirdAxis] = corners[oppositeIndex][thirdAxis];
+ gContext.mBoundsPivotCornerIndex = oppositeIndex;
+
+ gContext.mbUsingBounds = true;
+ gContext.mEditingID = gContext.mActualID;
+ gContext.mBoundsMatrix = gContext.mModelSource;
+
+ gContext.mbIsUsingBigAnchor = true;
+ }
+ // small anchor on middle of segment
+ if (!gContext.mbUsingBounds && gContext.mbEnable && overSmallAnchor && CanActivate())
+ {
+ vec_t midPointOpposite = (corners[(i + 2) % 4] + corners[(i + 3) % 4]) * 0.5f;
+ gContext.mBoundsPivot.TransformPoint(midPointOpposite, gContext.mModelSource);
+ gContext.mBoundsAnchor.TransformPoint(midPoint, gContext.mModelSource);
+ gContext.mBoundsPlan = BuildPlan(gContext.mBoundsAnchor, bestAxisWorldDirection);
+ gContext.mBoundsBestAxis = bestAxis;
+ int indices[] = { secondAxis, thirdAxis };
+ gContext.mBoundsAxis[0] = indices[i % 2];
+ gContext.mBoundsAxis[1] = -1;
+
+ int localPivotComponentIdx = gContext.mBoundsAxis[0];
+ gContext.mBoundsLocalPivot.Set(0.f);
+ gContext.mBoundsLocalPivot[localPivotComponentIdx] = corners[oppositeIndex][localPivotComponentIdx]; // bounds[gContext.mBoundsAxis[0]] * (((i + 1) & 2) ? 1.f : -1.f);
+ gContext.mBoundsPivotCornerIndex = oppositeIndex;
+
+ gContext.mbUsingBounds = true;
+ gContext.mEditingID = gContext.mActualID;
+ gContext.mBoundsMatrix = gContext.mModelSource;
+
+ gContext.mbIsUsingBigAnchor = false;
+ }
+ }
+
+ ImGui::Text("bounds pivot: %.2f, %.2f, %.2f", gContext.mBoundsPivot.x, gContext.mBoundsPivot.y, gContext.mBoundsPivot.z);
+ ImGui::Text("bounds anchor: %.2f, %.2f, %.2f", gContext.mBoundsAnchor.x, gContext.mBoundsAnchor.y, gContext.mBoundsAnchor.z);
+ ImGui::Text("bounds plan: %.2f, %.2f, %.2f", gContext.mBoundsPlan.x, gContext.mBoundsPlan.y, gContext.mBoundsPlan.z);
+ ImGui::Text("bounds local pivot: %.2f, %.2f, %.2f", gContext.mBoundsLocalPivot.x, gContext.mBoundsLocalPivot.y, gContext.mBoundsLocalPivot.z);
+ if (gContext.mbUsingBounds && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID))
+ {
+ // compute projected mouse position on plan
+ const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mBoundsPlan);
+ vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len;
+
+ // compute a reference and delta vectors base on mouse move
+ vec_t deltaVector = (newPos - gContext.mBoundsPivot).Abs();
+ vec_t referenceVector = (gContext.mBoundsAnchor - gContext.mBoundsPivot).Abs();
+
+ ImGui::Text("Delta: %.2f, %.2f, %.2f", deltaVector.x, deltaVector.y, deltaVector.z);
+ ImGui::Text("Ref: %.2f, %.2f, %.2f", referenceVector.x, referenceVector.y, referenceVector.z);
+ ImGui::Separator();
+
+ // for 1 or 2 axes, compute a ratio that's used for scale and snap it based on resulting length
+ for (int axisIndex1 : gContext.mBoundsAxis) {
+ if (axisIndex1 == -1) {
+ continue;
+ }
+
+ vec_t axisDir = gContext.mBoundsMatrix.component[axisIndex1].Abs();
+ // ImGui::Text("Axisdir: %.2f, %.2f, %.2f", axisDir.x, axisDir.y, axisDir.z);
+
+ float refAxisComp = axisDir.Dot(referenceVector);
+ float deltaAxisComp = axisDir.Dot(deltaVector);
+ // ImGui::Text("refAxisComp: %.2f", refAxisComp);
+
+ float length = deltaAxisComp;
+ if (snapValues) {
+ ComputeSnap(&length, snapValues[axisIndex1]);
+ }
+
+ // ImGui::Text("axis idx %d", axisIndex1);
+ // TODO(hnosm): logic that mapps mouse pos to bound seems to account for translation fixup already?
+ bounds[axisIndex1] = -length / 2;
+ bounds[axisIndex1 + 3] = +length / 2;
+ }
+
+ // Update corner positions, translation fixup code needs them
+ for (int i = 0; i < 4; i++) {
+ corners[i].w = 0.0f;
+ corners[i][bestAxis] = 0.0f;
+ corners[i][secondAxis] = bounds[secondAxis + 3 * (i >> 1)];
+ corners[i][thirdAxis] = bounds[thirdAxis + 3 * ((i >> 1) ^ (i & 1))];
+ }
+
+ // Translation (object center) fixup - make sure pivot stays in place
+ // TODO(hnosm): is there a better way to write this that doesn't involve transferring a bunch of extra state from begin drag frame?
+ vec_t newLocalPivot;
+ if (gContext.mbIsUsingBigAnchor) {
+ newLocalPivot.Set(0.0f);
+ newLocalPivot[secondAxis] = corners[gContext.mBoundsPivotCornerIndex][secondAxis];
+ newLocalPivot[thirdAxis] = corners[gContext.mBoundsPivotCornerIndex][thirdAxis];
+ } else {
+ newLocalPivot.Set(0.0f);
+ int localPivotComponentIdx = gContext.mBoundsAxis[0];
+ newLocalPivot[localPivotComponentIdx] = corners[gContext.mBoundsPivotCornerIndex][localPivotComponentIdx];
+ }
+
+ vec_t delta = gContext.mBoundsLocalPivot - newLocalPivot;
+ vec_t oldTranslation = gContext.mBoundsMatrix.component[3];
+ matrix->component[3] = oldTranslation + delta;
+
+ // info text
+ char tmps[512];
+ ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
+ ImFormatString(tmps, sizeof(tmps),
+ // Size of the bounds in each axis direction
+ "X: %.2f Y: %.2f Z:%.2f",
+ (bounds[3] - bounds[0]) * gContext.mBoundsMatrix.component[0].Length(),
+ (bounds[4] - bounds[1]) * gContext.mBoundsMatrix.component[1].Length(),
+ (bounds[5] - bounds[2]) * gContext.mBoundsMatrix.component[2].Length());
+ drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), IM_COL32_BLACK, tmps);
+ drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), IM_COL32_WHITE, tmps);
+ }
+
+ if (!io.MouseDown[0]) {
+ gContext.mbUsingBounds = false;
+ gContext.mEditingID = -1;
+ }
+ if (gContext.mbUsingBounds)
+ {
+ break;
+ }
+ }
+
+ return gContext.mbUsingBounds;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//
+
+static int GetScaleType(OPERATION op) {
+ if (gContext.mbUsing)
+ {
+ return MT_NONE;
+ }
+ ImGuiIO& io = ImGui::GetIO();
+ int type = MT_NONE;
+
+ // screen
+ if (io.MousePos.x >= gContext.mScreenSquareMin.x && io.MousePos.x <= gContext.mScreenSquareMax.x &&
+ io.MousePos.y >= gContext.mScreenSquareMin.y && io.MousePos.y <= gContext.mScreenSquareMax.y &&
+ Contains(op, SCALE))
+ {
+ type = MT_SCALE_XYZ;
+ }
+
+ // compute
+ for (int i = 0; i < 3 && type == MT_NONE; i++)
+ {
+ if (!Intersects(op, static_cast<OPERATION>(SCALE_X << i)))
+ {
+ continue;
+ }
+ vec_t dirPlaneX, dirPlaneY, dirAxis;
+ bool belowAxisLimit, belowPlaneLimit;
+ ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit, true);
+ dirAxis.TransformVector(gContext.mModelLocal);
+ dirPlaneX.TransformVector(gContext.mModelLocal);
+ dirPlaneY.TransformVector(gContext.mModelLocal);
+
+ const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, BuildPlan(gContext.mModelLocal.v.position, dirAxis));
+ vec_t posOnPlan = gContext.mRayOrigin + gContext.mRayVector * len;
+
+ const float startOffset = Contains(op, static_cast<OPERATION>(TRANSLATE_X << i)) ? 1.0f : 0.1f;
+ const float endOffset = Contains(op, static_cast<OPERATION>(TRANSLATE_X << i)) ? 1.4f : 1.0f;
+ const ImVec2 posOnPlanScreen = worldToPos(posOnPlan, gContext.mViewProjection);
+ const ImVec2 axisStartOnScreen = worldToPos(gContext.mModelLocal.v.position + dirAxis * gContext.mScreenFactor * startOffset, gContext.mViewProjection);
+ const ImVec2 axisEndOnScreen = worldToPos(gContext.mModelLocal.v.position + dirAxis * gContext.mScreenFactor * endOffset, gContext.mViewProjection);
+
+ vec_t closestPointOnAxis = PointOnSegment(makeVect(posOnPlanScreen), makeVect(axisStartOnScreen), makeVect(axisEndOnScreen));
+
+ if ((closestPointOnAxis - makeVect(posOnPlanScreen)).Length() < 12.f) // pixel size
+ {
+ type = MT_SCALE_X + i;
+ }
+ }
+
+ // universal
+
+ vec_t deltaScreen = { io.MousePos.x - gContext.mScreenSquareCenter.x, io.MousePos.y - gContext.mScreenSquareCenter.y, 0.f, 0.f };
+ float dist = deltaScreen.Length();
+ if (Contains(op, SCALEU) && dist >= 17.0f && dist < 23.0f)
+ {
+ type = MT_SCALE_XYZ;
+ }
+
+ for (int i = 0; i < 3 && type == MT_NONE; i++)
+ {
+ if (!Intersects(op, static_cast<OPERATION>(SCALE_XU << i)))
+ {
+ continue;
+ }
+
+ vec_t dirPlaneX, dirPlaneY, dirAxis;
+ bool belowAxisLimit, belowPlaneLimit;
+ ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit, true);
+
+ // draw axis
+ if (belowAxisLimit)
+ {
+ bool hasTranslateOnAxis = Contains(op, static_cast<OPERATION>(TRANSLATE_X << i));
+ float markerScale = hasTranslateOnAxis ? 1.4f : 1.0f;
+ // ImVec2 baseSSpace = worldToPos(dirAxis * 0.1f * gContext.mScreenFactor, gContext.mMVPLocal);
+ // ImVec2 worldDirSSpaceNoScale = worldToPos(dirAxis * markerScale * gContext.mScreenFactor, gContext.mMVP);
+ ImVec2 worldDirSSpace = worldToPos((dirAxis * markerScale) * gContext.mScreenFactor, gContext.mMVPLocal);
+
+ float distance = sqrtf(ImLengthSqr(worldDirSSpace - io.MousePos));
+ if (distance < 12.f)
+ {
+ type = MT_SCALE_X + i;
+ }
+ }
+ }
+ return type;
+}
+
+static int GetRotateType(OPERATION op) {
+ if (gContext.mbUsing)
+ {
+ return MT_NONE;
+ }
+ ImGuiIO& io = ImGui::GetIO();
+ int type = MT_NONE;
+
+ vec_t deltaScreen = { io.MousePos.x - gContext.mScreenSquareCenter.x, io.MousePos.y - gContext.mScreenSquareCenter.y, 0.f, 0.f };
+ float dist = deltaScreen.Length();
+ if (Intersects(op, ROTATE_SCREEN) && dist >= (gContext.mRadiusSquareCenter - 4.0f) && dist < (gContext.mRadiusSquareCenter + 4.0f))
+ {
+ type = MT_ROTATE_SCREEN;
+ }
+
+ const vec_t planNormals[] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir };
+
+ vec_t modelViewPos;
+ modelViewPos.TransformPoint(gContext.mModel.v.position, gContext.mViewMat);
+
+ for (int i = 0; i < 3 && type == MT_NONE; i++)
+ {
+ if (!Intersects(op, static_cast<OPERATION>(ROTATE_X << i)))
+ {
+ continue;
+ }
+ // pickup plan
+ vec_t pickupPlan = BuildPlan(gContext.mModel.v.position, planNormals[i]);
+
+ const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, pickupPlan);
+ const vec_t intersectWorldPos = gContext.mRayOrigin + gContext.mRayVector * len;
+ vec_t intersectViewPos;
+ intersectViewPos.TransformPoint(intersectWorldPos, gContext.mViewMat);
+
+ if (ImAbs(modelViewPos.z) - ImAbs(intersectViewPos.z) < -FLT_EPSILON)
+ {
+ continue;
+ }
+
+ const vec_t localPos = intersectWorldPos - gContext.mModel.v.position;
+ vec_t idealPosOnCircle = Normalized(localPos);
+ idealPosOnCircle.TransformVector(gContext.mModelInverse);
+ const ImVec2 idealPosOnCircleScreen = worldToPos(idealPosOnCircle * rotationDisplayFactor * gContext.mScreenFactor, gContext.mMVP);
+
+ // gContext.mDrawList->AddCircle(idealPosOnCircleScreen, 5.f, IM_COL32_WHITE);
+ const ImVec2 distanceOnScreen = idealPosOnCircleScreen - io.MousePos;
+
+ const float distance = makeVect(distanceOnScreen).Length();
+ if (distance < 8.f) // pixel size
+ {
+ type = MT_ROTATE_X + i;
+ }
+ }
+
+ return type;
+}
+
+static int GetMoveType(OPERATION op, vec_t* gizmoHitProportion) {
+ if (!Intersects(op, TRANSLATE) || gContext.mbUsing || !gContext.mbMouseOver)
+ {
+ return MT_NONE;
+ }
+ ImGuiIO& io = ImGui::GetIO();
+ int type = MT_NONE;
+
+ // screen
+ if (io.MousePos.x >= gContext.mScreenSquareMin.x && io.MousePos.x <= gContext.mScreenSquareMax.x &&
+ io.MousePos.y >= gContext.mScreenSquareMin.y && io.MousePos.y <= gContext.mScreenSquareMax.y &&
+ Contains(op, TRANSLATE))
+ {
+ type = MT_MOVE_SCREEN;
+ }
+
+ const vec_t screenCoord = makeVect(io.MousePos - ImVec2(gContext.mX, gContext.mY));
+
+ // compute
+ for (int i = 0; i < 3 && type == MT_NONE; i++)
+ {
+ vec_t dirPlaneX, dirPlaneY, dirAxis;
+ bool belowAxisLimit, belowPlaneLimit;
+ ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit);
+ dirAxis.TransformVector(gContext.mModel);
+ dirPlaneX.TransformVector(gContext.mModel);
+ dirPlaneY.TransformVector(gContext.mModel);
+
+ const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, BuildPlan(gContext.mModel.v.position, dirAxis));
+ vec_t posOnPlan = gContext.mRayOrigin + gContext.mRayVector * len;
+
+ const ImVec2 axisStartOnScreen = worldToPos(gContext.mModel.v.position + dirAxis * gContext.mScreenFactor * 0.1f, gContext.mViewProjection) - ImVec2(gContext.mX, gContext.mY);
+ const ImVec2 axisEndOnScreen = worldToPos(gContext.mModel.v.position + dirAxis * gContext.mScreenFactor, gContext.mViewProjection) - ImVec2(gContext.mX, gContext.mY);
+
+ vec_t closestPointOnAxis = PointOnSegment(screenCoord, makeVect(axisStartOnScreen), makeVect(axisEndOnScreen));
+ if ((closestPointOnAxis - screenCoord).Length() < 12.f && Intersects(op, static_cast<OPERATION>(TRANSLATE_X << i))) // pixel size
+ {
+ type = MT_MOVE_X + i;
+ }
+
+ const float dx = dirPlaneX.Dot3((posOnPlan - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor));
+ const float dy = dirPlaneY.Dot3((posOnPlan - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor));
+ if (belowPlaneLimit && dx >= quadUV[0] && dx <= quadUV[4] && dy >= quadUV[1] && dy <= quadUV[3] && Contains(op, TRANSLATE_PLANS[i]))
+ {
+ type = MT_MOVE_YZ + i;
+ }
+
+ if (gizmoHitProportion)
+ {
+ *gizmoHitProportion = makeVect(dx, dy, 0.f);
+ }
+ }
+ return type;
+}
+
+static bool HandleTranslation(float* matrix, float* deltaMatrix, OPERATION op, int& type, const float* snap) {
+ if (!Intersects(op, TRANSLATE) || type != MT_NONE)
+ {
+ return false;
+ }
+ const ImGuiIO& io = ImGui::GetIO();
+ const bool applyRotationLocaly = gContext.mMode == LOCAL || type == MT_MOVE_SCREEN;
+ bool modified = false;
+
+ // move
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID) && IsTranslateType(gContext.mCurrentOperation))
+ {
+ ImGui::CaptureMouseFromApp();
+ const float signedLength = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
+ const float len = fabsf(signedLength); // near plan
+ const vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len;
+
+ // compute delta
+ const vec_t newOrigin = newPos - gContext.mRelativeOrigin * gContext.mScreenFactor;
+ vec_t delta = newOrigin - gContext.mModel.v.position;
+
+ // 1 axis constraint
+ if (gContext.mCurrentOperation >= MT_MOVE_X && gContext.mCurrentOperation <= MT_MOVE_Z)
+ {
+ const int axisIndex = gContext.mCurrentOperation - MT_MOVE_X;
+ const vec_t& axisValue = *(vec_t*)&gContext.mModel.m[axisIndex];
+ const float lengthOnAxis = Dot(axisValue, delta);
+ delta = axisValue * lengthOnAxis;
+ }
+
+ // snap
+ if (snap)
+ {
+ vec_t cumulativeDelta = gContext.mModel.v.position + delta - gContext.mMatrixOrigin;
+ if (applyRotationLocaly)
+ {
+ matrix_t modelSourceNormalized = gContext.mModelSource;
+ modelSourceNormalized.OrthoNormalize();
+ matrix_t modelSourceNormalizedInverse;
+ modelSourceNormalizedInverse.Inverse(modelSourceNormalized);
+ cumulativeDelta.TransformVector(modelSourceNormalizedInverse);
+ ComputeSnap(cumulativeDelta, snap);
+ cumulativeDelta.TransformVector(modelSourceNormalized);
+ } else
+ {
+ ComputeSnap(cumulativeDelta, snap);
+ }
+ delta = gContext.mMatrixOrigin + cumulativeDelta - gContext.mModel.v.position;
+ }
+
+ if (delta != gContext.mTranslationLastDelta)
+ {
+ modified = true;
+ }
+ gContext.mTranslationLastDelta = delta;
+
+ // compute matrix & delta
+ matrix_t deltaMatrixTranslation;
+ deltaMatrixTranslation.Translation(delta);
+ if (deltaMatrix)
+ {
+ memcpy(deltaMatrix, deltaMatrixTranslation.m16, sizeof(float) * 16);
+ }
+
+ const matrix_t res = gContext.mModelSource * deltaMatrixTranslation;
+ *(matrix_t*)matrix = res;
+
+ if (!io.MouseDown[0])
+ {
+ gContext.mbUsing = false;
+ }
+
+ type = gContext.mCurrentOperation;
+ } else
+ {
+ // find new possible way to move
+ vec_t gizmoHitProportion;
+ type = GetMoveType(op, &gizmoHitProportion);
+ if (type != MT_NONE)
+ {
+ ImGui::CaptureMouseFromApp();
+ }
+ if (CanActivate() && type != MT_NONE)
+ {
+ gContext.mbUsing = true;
+ gContext.mEditingID = gContext.mActualID;
+ gContext.mCurrentOperation = type;
+ vec_t movePlanNormal[] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir, gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir, -gContext.mCameraDir };
+
+ vec_t cameraToModelNormalized = Normalized(gContext.mModel.v.position - gContext.mCameraEye);
+ for (unsigned int i = 0; i < 3; i++)
+ {
+ vec_t orthoVector = Cross(movePlanNormal[i], cameraToModelNormalized);
+ movePlanNormal[i].Cross(orthoVector);
+ movePlanNormal[i].Normalize();
+ }
+ // pickup plan
+ gContext.mTranslationPlan = BuildPlan(gContext.mModel.v.position, movePlanNormal[type - MT_MOVE_X]);
+ const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
+ gContext.mTranslationPlanOrigin = gContext.mRayOrigin + gContext.mRayVector * len;
+ gContext.mMatrixOrigin = gContext.mModel.v.position;
+
+ gContext.mRelativeOrigin = (gContext.mTranslationPlanOrigin - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor);
+ }
+ }
+ return modified;
+}
+
+static bool HandleScale(float* matrix, float* deltaMatrix, OPERATION op, int& type, const float* snap) {
+ if ((!Intersects(op, SCALE) && !Intersects(op, SCALEU)) || type != MT_NONE || !gContext.mbMouseOver)
+ {
+ return false;
+ }
+ ImGuiIO& io = ImGui::GetIO();
+ bool modified = false;
+
+ if (!gContext.mbUsing)
+ {
+ // find new possible way to scale
+ type = GetScaleType(op);
+ if (type != MT_NONE)
+ {
+ ImGui::CaptureMouseFromApp();
+ }
+ if (CanActivate() && type != MT_NONE)
+ {
+ gContext.mbUsing = true;
+ gContext.mEditingID = gContext.mActualID;
+ gContext.mCurrentOperation = type;
+ const vec_t movePlanNormal[] = { gContext.mModel.v.up, gContext.mModel.v.dir, gContext.mModel.v.right, gContext.mModel.v.dir, gContext.mModel.v.up, gContext.mModel.v.right, -gContext.mCameraDir };
+ // pickup plan
+
+ gContext.mTranslationPlan = BuildPlan(gContext.mModel.v.position, movePlanNormal[type - MT_SCALE_X]);
+ const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
+ gContext.mTranslationPlanOrigin = gContext.mRayOrigin + gContext.mRayVector * len;
+ gContext.mMatrixOrigin = gContext.mModel.v.position;
+ gContext.mScale.Set(1.f, 1.f, 1.f);
+ gContext.mRelativeOrigin = (gContext.mTranslationPlanOrigin - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor);
+ gContext.mScaleValueOrigin = makeVect(gContext.mModelSource.v.right.Length(), gContext.mModelSource.v.up.Length(), gContext.mModelSource.v.dir.Length());
+ gContext.mSaveMousePosx = io.MousePos.x;
+ }
+ }
+ // scale
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID) && IsScaleType(gContext.mCurrentOperation))
+ {
+ ImGui::CaptureMouseFromApp();
+ const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
+ vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len;
+ vec_t newOrigin = newPos - gContext.mRelativeOrigin * gContext.mScreenFactor;
+ vec_t delta = newOrigin - gContext.mModelLocal.v.position;
+
+ // 1 axis constraint
+ if (gContext.mCurrentOperation >= MT_SCALE_X && gContext.mCurrentOperation <= MT_SCALE_Z)
+ {
+ int axisIndex = gContext.mCurrentOperation - MT_SCALE_X;
+ const vec_t& axisValue = *(vec_t*)&gContext.mModelLocal.m[axisIndex];
+ float lengthOnAxis = Dot(axisValue, delta);
+ delta = axisValue * lengthOnAxis;
+
+ vec_t baseVector = gContext.mTranslationPlanOrigin - gContext.mModelLocal.v.position;
+ float ratio = Dot(axisValue, baseVector + delta) / Dot(axisValue, baseVector);
+
+ gContext.mScale[axisIndex] = max(ratio, 0.001f);
+ } else
+ {
+ float scaleDelta = (io.MousePos.x - gContext.mSaveMousePosx) * 0.01f;
+ gContext.mScale.Set(max(1.f + scaleDelta, 0.001f));
+ }
+
+ // snap
+ if (snap)
+ {
+ float scaleSnap[] = { snap[0], snap[0], snap[0] };
+ ComputeSnap(gContext.mScale, scaleSnap);
+ }
+
+ // no 0 allowed
+ for (int i = 0; i < 3; i++)
+ gContext.mScale[i] = max(gContext.mScale[i], 0.001f);
+
+ if (gContext.mScaleLast != gContext.mScale)
+ {
+ modified = true;
+ }
+ gContext.mScaleLast = gContext.mScale;
+
+ // compute matrix & delta
+ matrix_t deltaMatrixScale;
+ deltaMatrixScale.Scale(gContext.mScale * gContext.mScaleValueOrigin);
+
+ matrix_t res = deltaMatrixScale * gContext.mModelLocal;
+ *(matrix_t*)matrix = res;
+
+ if (deltaMatrix)
+ {
+ vec_t deltaScale = gContext.mScale * gContext.mScaleValueOrigin;
+
+ vec_t originalScaleDivider;
+ originalScaleDivider.x = 1 / gContext.mModelScaleOrigin.x;
+ originalScaleDivider.y = 1 / gContext.mModelScaleOrigin.y;
+ originalScaleDivider.z = 1 / gContext.mModelScaleOrigin.z;
+
+ deltaScale = deltaScale * originalScaleDivider;
+
+ deltaMatrixScale.Scale(deltaScale);
+ memcpy(deltaMatrix, deltaMatrixScale.m16, sizeof(float) * 16);
+ }
+
+ if (!io.MouseDown[0])
+ {
+ gContext.mbUsing = false;
+ gContext.mScale.Set(1.f, 1.f, 1.f);
+ }
+
+ type = gContext.mCurrentOperation;
+ }
+ return modified;
+}
+
+static bool HandleRotation(float* matrix, float* deltaMatrix, OPERATION op, int& type, const float* snap) {
+ if (!Intersects(op, ROTATE) || type != MT_NONE || !gContext.mbMouseOver)
+ {
+ return false;
+ }
+ ImGuiIO& io = ImGui::GetIO();
+ bool applyRotationLocaly = gContext.mMode == LOCAL;
+ bool modified = false;
+
+ if (!gContext.mbUsing)
+ {
+ type = GetRotateType(op);
+
+ if (type != MT_NONE)
+ {
+ ImGui::CaptureMouseFromApp();
+ }
+
+ if (type == MT_ROTATE_SCREEN)
+ {
+ applyRotationLocaly = true;
+ }
+
+ if (CanActivate() && type != MT_NONE)
+ {
+ gContext.mbUsing = true;
+ gContext.mEditingID = gContext.mActualID;
+ gContext.mCurrentOperation = type;
+ const vec_t rotatePlanNormal[] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir, -gContext.mCameraDir };
+ // pickup plan
+ if (applyRotationLocaly)
+ {
+ gContext.mTranslationPlan = BuildPlan(gContext.mModel.v.position, rotatePlanNormal[type - MT_ROTATE_X]);
+ } else
+ {
+ gContext.mTranslationPlan = BuildPlan(gContext.mModelSource.v.position, directionUnary[type - MT_ROTATE_X]);
+ }
+
+ const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
+ vec_t localPos = gContext.mRayOrigin + gContext.mRayVector * len - gContext.mModel.v.position;
+ gContext.mRotationVectorSource = Normalized(localPos);
+ gContext.mRotationAngleOrigin = ComputeAngleOnPlan();
+ }
+ }
+
+ // rotation
+ if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID) && IsRotateType(gContext.mCurrentOperation))
+ {
+ ImGui::CaptureMouseFromApp();
+ gContext.mRotationAngle = ComputeAngleOnPlan();
+ if (snap)
+ {
+ float snapInRadian = snap[0] * DEG2RAD;
+ ComputeSnap(&gContext.mRotationAngle, snapInRadian);
+ }
+ vec_t rotationAxisLocalSpace;
+
+ rotationAxisLocalSpace.TransformVector(makeVect(gContext.mTranslationPlan.x, gContext.mTranslationPlan.y, gContext.mTranslationPlan.z, 0.f), gContext.mModelInverse);
+ rotationAxisLocalSpace.Normalize();
+
+ matrix_t deltaRotation;
+ deltaRotation.RotationAxis(rotationAxisLocalSpace, gContext.mRotationAngle - gContext.mRotationAngleOrigin);
+ if (gContext.mRotationAngle != gContext.mRotationAngleOrigin)
+ {
+ modified = true;
+ }
+ gContext.mRotationAngleOrigin = gContext.mRotationAngle;
+
+ matrix_t scaleOrigin;
+ scaleOrigin.Scale(gContext.mModelScaleOrigin);
+
+ if (applyRotationLocaly)
+ {
+ *(matrix_t*)matrix = scaleOrigin * deltaRotation * gContext.mModelLocal;
+ } else
+ {
+ matrix_t res = gContext.mModelSource;
+ res.v.position.Set(0.f);
+
+ *(matrix_t*)matrix = res * deltaRotation;
+ ((matrix_t*)matrix)->v.position = gContext.mModelSource.v.position;
+ }
+
+ if (deltaMatrix)
+ {
+ *(matrix_t*)deltaMatrix = gContext.mModelInverse * deltaRotation * gContext.mModel;
+ }
+
+ if (!io.MouseDown[0])
+ {
+ gContext.mbUsing = false;
+ gContext.mEditingID = -1;
+ }
+ type = gContext.mCurrentOperation;
+ }
+ return modified;
+}
+
+void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale) {
+ matrix_t mat = *(matrix_t*)matrix;
+
+ scale[0] = mat.v.right.Length();
+ scale[1] = mat.v.up.Length();
+ scale[2] = mat.v.dir.Length();
+
+ mat.OrthoNormalize();
+
+ rotation[0] = RAD2DEG * atan2f(mat.m[1][2], mat.m[2][2]);
+ rotation[1] = RAD2DEG * atan2f(-mat.m[0][2], sqrtf(mat.m[1][2] * mat.m[1][2] + mat.m[2][2] * mat.m[2][2]));
+ rotation[2] = RAD2DEG * atan2f(mat.m[0][1], mat.m[0][0]);
+
+ translation[0] = mat.v.position.x;
+ translation[1] = mat.v.position.y;
+ translation[2] = mat.v.position.z;
+}
+
+void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix) {
+ matrix_t& mat = *(matrix_t*)matrix;
+
+ matrix_t rot[3];
+ for (int i = 0; i < 3; i++)
+ {
+ rot[i].RotationAxis(directionUnary[i], rotation[i] * DEG2RAD);
+ }
+
+ mat = rot[0] * rot[1] * rot[2];
+
+ float validScale[3];
+ for (int i = 0; i < 3; i++)
+ {
+ if (fabsf(scale[i]) < FLT_EPSILON)
+ {
+ validScale[i] = 0.001f;
+ } else
+ {
+ validScale[i] = scale[i];
+ }
+ }
+ mat.v.right *= validScale[0];
+ mat.v.up *= validScale[1];
+ mat.v.dir *= validScale[2];
+ mat.v.position.Set(translation[0], translation[1], translation[2], 1.f);
+}
+
+void SetID(int id) {
+ gContext.mActualID = id;
+}
+
+void AllowAxisFlip(bool value) {
+ gContext.mAllowAxisFlip = value;
+}
+
+bool Manipulate(const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix, const float* snap, float* localBounds, const float* boundsSnap) {
+ // Scale is always local or matrix will be skewed when applying world scale or oriented matrix
+ ComputeContext(view, projection, matrix, (operation & SCALE) ? LOCAL : mode);
+
+ // set delta to identity
+ if (deltaMatrix)
+ {
+ ((matrix_t*)deltaMatrix)->SetToIdentity();
+ }
+
+ // behind camera
+ vec_t camSpacePosition;
+ camSpacePosition.TransformPoint(makeVect(0.f, 0.f, 0.f), gContext.mMVP);
+ if (!gContext.mIsOrthographic && camSpacePosition.z < 0.001f)
+ {
+ return false;
+ }
+
+ // --
+ int type = MT_NONE;
+ bool manipulated = false;
+ if (gContext.mbEnable)
+ {
+ if (!gContext.mbUsingBounds)
+ {
+ manipulated |= HandleTranslation(matrix, deltaMatrix, operation, type, snap) ||
+ HandleScale(matrix, deltaMatrix, operation, type, snap) ||
+ HandleRotation(matrix, deltaMatrix, operation, type, snap);
+ }
+ }
+ if (localBounds && !gContext.mbUsing)
+ {
+ manipulated |= HandleAndDrawLocalBounds(localBounds, (matrix_t*)matrix, boundsSnap, operation);
+ }
+
+ gContext.mOperation = operation;
+ if (!gContext.mbUsingBounds)
+ {
+ DrawRotationGizmo(operation, type);
+ DrawTranslationGizmo(operation, type);
+ DrawScaleGizmo(operation, type);
+ DrawScaleUniveralGizmo(operation, type);
+ }
+ return manipulated;
+}
+
+void SetGizmoSizeClipSpace(float value) {
+ gContext.mGizmoSizeClipSpace = value;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////
+void ComputeFrustumPlanes(vec_t* frustum, const float* clip) {
+ frustum[0].x = clip[3] - clip[0];
+ frustum[0].y = clip[7] - clip[4];
+ frustum[0].z = clip[11] - clip[8];
+ frustum[0].w = clip[15] - clip[12];
+
+ frustum[1].x = clip[3] + clip[0];
+ frustum[1].y = clip[7] + clip[4];
+ frustum[1].z = clip[11] + clip[8];
+ frustum[1].w = clip[15] + clip[12];
+
+ frustum[2].x = clip[3] + clip[1];
+ frustum[2].y = clip[7] + clip[5];
+ frustum[2].z = clip[11] + clip[9];
+ frustum[2].w = clip[15] + clip[13];
+
+ frustum[3].x = clip[3] - clip[1];
+ frustum[3].y = clip[7] - clip[5];
+ frustum[3].z = clip[11] - clip[9];
+ frustum[3].w = clip[15] - clip[13];
+
+ frustum[4].x = clip[3] - clip[2];
+ frustum[4].y = clip[7] - clip[6];
+ frustum[4].z = clip[11] - clip[10];
+ frustum[4].w = clip[15] - clip[14];
+
+ frustum[5].x = clip[3] + clip[2];
+ frustum[5].y = clip[7] + clip[6];
+ frustum[5].z = clip[11] + clip[10];
+ frustum[5].w = clip[15] + clip[14];
+
+ for (int i = 0; i < 6; i++)
+ {
+ frustum[i].Normalize();
+ }
+}
+
+void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount) {
+ matrix_t viewInverse;
+ viewInverse.Inverse(*(matrix_t*)view);
+
+ struct CubeFace {
+ float z;
+ ImVec2 faceCoordsScreen[4];
+ ImU32 color;
+ };
+ CubeFace* faces = (CubeFace*)_malloca(sizeof(CubeFace) * matrixCount * 6);
+
+ if (!faces)
+ {
+ return;
+ }
+
+ vec_t frustum[6];
+ matrix_t viewProjection = *(matrix_t*)view * *(matrix_t*)projection;
+ ComputeFrustumPlanes(frustum, viewProjection.m16);
+
+ int cubeFaceCount = 0;
+ for (int cube = 0; cube < matrixCount; cube++)
+ {
+ const float* matrix = &matrices[cube * 16];
+
+ matrix_t res = *(matrix_t*)matrix * *(matrix_t*)view * *(matrix_t*)projection;
+
+ for (int iFace = 0; iFace < 6; iFace++)
+ {
+ const int normalIndex = (iFace % 3);
+ const int perpXIndex = (normalIndex + 1) % 3;
+ const int perpYIndex = (normalIndex + 2) % 3;
+ const float invert = (iFace > 2) ? -1.f : 1.f;
+
+ const vec_t faceCoords[4] = {
+ directionUnary[normalIndex] + directionUnary[perpXIndex] + directionUnary[perpYIndex],
+ directionUnary[normalIndex] + directionUnary[perpXIndex] - directionUnary[perpYIndex],
+ directionUnary[normalIndex] - directionUnary[perpXIndex] - directionUnary[perpYIndex],
+ directionUnary[normalIndex] - directionUnary[perpXIndex] + directionUnary[perpYIndex],
+ };
+
+ // clipping
+ /*
+ bool skipFace = false;
+ for (unsigned int iCoord = 0; iCoord < 4; iCoord++)
+ {
+ vec_t camSpacePosition;
+ camSpacePosition.TransformPoint(faceCoords[iCoord] * 0.5f * invert, res);
+ if (camSpacePosition.z < 0.001f)
+ {
+ skipFace = true;
+ break;
+ }
+ }
+ if (skipFace)
+ {
+ continue;
+ }
+ */
+ vec_t centerPosition, centerPositionVP;
+ centerPosition.TransformPoint(directionUnary[normalIndex] * 0.5f * invert, *(matrix_t*)matrix);
+ centerPositionVP.TransformPoint(directionUnary[normalIndex] * 0.5f * invert, res);
+
+ bool inFrustum = true;
+ for (int iFrustum = 0; iFrustum < 6; iFrustum++)
+ {
+ float dist = DistanceToPlane(centerPosition, frustum[iFrustum]);
+ if (dist < 0.f)
+ {
+ inFrustum = false;
+ break;
+ }
+ }
+
+ if (!inFrustum)
+ {
+ continue;
+ }
+ CubeFace& cubeFace = faces[cubeFaceCount];
+
+ // 3D->2D
+ // ImVec2 faceCoordsScreen[4];
+ for (unsigned int iCoord = 0; iCoord < 4; iCoord++)
+ {
+ cubeFace.faceCoordsScreen[iCoord] = worldToPos(faceCoords[iCoord] * 0.5f * invert, res);
+ }
+ cubeFace.color = directionColor[normalIndex] | IM_COL32(0x80, 0x80, 0x80, 0);
+
+ cubeFace.z = centerPositionVP.z / centerPositionVP.w;
+ cubeFaceCount++;
+ }
+ }
+ qsort(faces, cubeFaceCount, sizeof(CubeFace), [](void const* _a, void const* _b) {
+ CubeFace* a = (CubeFace*)_a;
+ CubeFace* b = (CubeFace*)_b;
+ if (a->z < b->z)
+ {
+ return 1;
+ }
+ return -1;
+ });
+ // draw face with lighter color
+ for (int iFace = 0; iFace < cubeFaceCount; iFace++)
+ {
+ const CubeFace& cubeFace = faces[iFace];
+ gContext.mDrawList->AddConvexPolyFilled(cubeFace.faceCoordsScreen, 4, cubeFace.color);
+ }
+
+ _freea(faces);
+}
+
+void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize) {
+ matrix_t viewProjection = *(matrix_t*)view * *(matrix_t*)projection;
+ vec_t frustum[6];
+ ComputeFrustumPlanes(frustum, viewProjection.m16);
+ matrix_t res = *(matrix_t*)matrix * viewProjection;
+
+ for (float f = -gridSize; f <= gridSize; f += 1.f)
+ {
+ for (int dir = 0; dir < 2; dir++)
+ {
+ vec_t ptA = makeVect(dir ? -gridSize : f, 0.f, dir ? f : -gridSize);
+ vec_t ptB = makeVect(dir ? gridSize : f, 0.f, dir ? f : gridSize);
+ bool visible = true;
+ for (int i = 0; i < 6; i++)
+ {
+ float dA = DistanceToPlane(ptA, frustum[i]);
+ float dB = DistanceToPlane(ptB, frustum[i]);
+ if (dA < 0.f && dB < 0.f)
+ {
+ visible = false;
+ break;
+ }
+ if (dA > 0.f && dB > 0.f)
+ {
+ continue;
+ }
+ if (dA < 0.f)
+ {
+ float len = fabsf(dA - dB);
+ float t = fabsf(dA) / len;
+ ptA.Lerp(ptB, t);
+ }
+ if (dB < 0.f)
+ {
+ float len = fabsf(dB - dA);
+ float t = fabsf(dB) / len;
+ ptB.Lerp(ptA, t);
+ }
+ }
+ if (visible)
+ {
+ ImU32 col = IM_COL32(0x80, 0x80, 0x80, 0xFF);
+ col = (fmodf(fabsf(f), 10.f) < FLT_EPSILON) ? IM_COL32(0x90, 0x90, 0x90, 0xFF) : col;
+ col = (fabsf(f) < FLT_EPSILON) ? IM_COL32(0x40, 0x40, 0x40, 0xFF) : col;
+
+ float thickness = 1.f;
+ thickness = (fmodf(fabsf(f), 10.f) < FLT_EPSILON) ? 1.5f : thickness;
+ thickness = (fabsf(f) < FLT_EPSILON) ? 2.3f : thickness;
+
+ gContext.mDrawList->AddLine(worldToPos(ptA, res), worldToPos(ptB, res), col, thickness);
+ }
+ }
+ }
+}
+
+void ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor) {
+ static bool isDraging = false;
+ static bool isClicking = false;
+ static bool isInside = false;
+ static vec_t interpolationUp;
+ static vec_t interpolationDir;
+ static int interpolationFrames = 0;
+ const vec_t referenceUp = makeVect(0.f, 1.f, 0.f);
+
+ matrix_t svgView, svgProjection;
+ svgView = gContext.mViewMat;
+ svgProjection = gContext.mProjectionMat;
+
+ ImGuiIO& io = ImGui::GetIO();
+ gContext.mDrawList->AddRectFilled(position, position + size, backgroundColor);
+ matrix_t viewInverse;
+ viewInverse.Inverse(*(matrix_t*)view);
+
+ const vec_t camTarget = viewInverse.v.position - viewInverse.v.dir * length;
+
+ // view/projection matrices
+ const float distance = 3.f;
+ matrix_t cubeProjection, cubeView;
+ float fov = acosf(distance / (sqrtf(distance * distance + 3.f))) * RAD2DEG;
+ Perspective(fov / sqrtf(2.f), size.x / size.y, 0.01f, 1000.f, cubeProjection.m16);
+
+ vec_t dir = makeVect(viewInverse.m[2][0], viewInverse.m[2][1], viewInverse.m[2][2]);
+ vec_t up = makeVect(viewInverse.m[1][0], viewInverse.m[1][1], viewInverse.m[1][2]);
+ vec_t eye = dir * distance;
+ vec_t zero = makeVect(0.f, 0.f);
+ LookAt(&eye.x, &zero.x, &up.x, cubeView.m16);
+
+ // set context
+ gContext.mViewMat = cubeView;
+ gContext.mProjectionMat = cubeProjection;
+ ComputeCameraRay(gContext.mRayOrigin, gContext.mRayVector, position, size);
+
+ const matrix_t res = cubeView * cubeProjection;
+
+ // panels
+ static const ImVec2 panelPosition[9] = { ImVec2(0.75f, 0.75f), ImVec2(0.25f, 0.75f), ImVec2(0.f, 0.75f), ImVec2(0.75f, 0.25f), ImVec2(0.25f, 0.25f), ImVec2(0.f, 0.25f), ImVec2(0.75f, 0.f), ImVec2(0.25f, 0.f), ImVec2(0.f, 0.f) };
+
+ static const ImVec2 panelSize[9] = { ImVec2(0.25f, 0.25f), ImVec2(0.5f, 0.25f), ImVec2(0.25f, 0.25f), ImVec2(0.25f, 0.5f), ImVec2(0.5f, 0.5f), ImVec2(0.25f, 0.5f), ImVec2(0.25f, 0.25f), ImVec2(0.5f, 0.25f), ImVec2(0.25f, 0.25f) };
+
+ // tag faces
+ bool boxes[27]{};
+ for (int iPass = 0; iPass < 2; iPass++)
+ {
+ for (int iFace = 0; iFace < 6; iFace++)
+ {
+ const int normalIndex = (iFace % 3);
+ const int perpXIndex = (normalIndex + 1) % 3;
+ const int perpYIndex = (normalIndex + 2) % 3;
+ const float invert = (iFace > 2) ? -1.f : 1.f;
+ const vec_t indexVectorX = directionUnary[perpXIndex] * invert;
+ const vec_t indexVectorY = directionUnary[perpYIndex] * invert;
+ const vec_t boxOrigin = directionUnary[normalIndex] * -invert - indexVectorX - indexVectorY;
+
+ // plan local space
+ const vec_t n = directionUnary[normalIndex] * invert;
+ vec_t viewSpaceNormal = n;
+ vec_t viewSpacePoint = n * 0.5f;
+ viewSpaceNormal.TransformVector(cubeView);
+ viewSpaceNormal.Normalize();
+ viewSpacePoint.TransformPoint(cubeView);
+ const vec_t viewSpaceFacePlan = BuildPlan(viewSpacePoint, viewSpaceNormal);
+
+ // back face culling
+ if (viewSpaceFacePlan.w > 0.f)
+ {
+ continue;
+ }
+
+ const vec_t facePlan = BuildPlan(n * 0.5f, n);
+
+ const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, facePlan);
+ vec_t posOnPlan = gContext.mRayOrigin + gContext.mRayVector * len - (n * 0.5f);
+
+ float localx = Dot(directionUnary[perpXIndex], posOnPlan) * invert + 0.5f;
+ float localy = Dot(directionUnary[perpYIndex], posOnPlan) * invert + 0.5f;
+
+ // panels
+ const vec_t dx = directionUnary[perpXIndex];
+ const vec_t dy = directionUnary[perpYIndex];
+ const vec_t origin = directionUnary[normalIndex] - dx - dy;
+ for (int iPanel = 0; iPanel < 9; iPanel++)
+ {
+ vec_t boxCoord = boxOrigin + indexVectorX * float(iPanel % 3) + indexVectorY * float(iPanel / 3) + makeVect(1.f, 1.f, 1.f);
+ const ImVec2 p = panelPosition[iPanel] * 2.f;
+ const ImVec2 s = panelSize[iPanel] * 2.f;
+ ImVec2 faceCoordsScreen[4];
+ vec_t panelPos[4] = { dx * p.x + dy * p.y,
+ dx * p.x + dy * (p.y + s.y),
+ dx * (p.x + s.x) + dy * (p.y + s.y),
+ dx * (p.x + s.x) + dy * p.y };
+
+ for (unsigned int iCoord = 0; iCoord < 4; iCoord++)
+ {
+ faceCoordsScreen[iCoord] = worldToPos((panelPos[iCoord] + origin) * 0.5f * invert, res, position, size);
+ }
+
+ const ImVec2 panelCorners[2] = { panelPosition[iPanel], panelPosition[iPanel] + panelSize[iPanel] };
+ bool insidePanel = localx > panelCorners[0].x && localx < panelCorners[1].x && localy > panelCorners[0].y && localy < panelCorners[1].y;
+ int boxCoordInt = int(boxCoord.x * 9.f + boxCoord.y * 3.f + boxCoord.z);
+ IM_ASSERT(boxCoordInt < 27);
+ boxes[boxCoordInt] |= insidePanel && (!isDraging) && gContext.mbMouseOver;
+
+ // draw face with lighter color
+ if (iPass)
+ {
+ gContext.mDrawList->AddConvexPolyFilled(faceCoordsScreen, 4, (directionColor[normalIndex] | IM_COL32(0x80, 0x80, 0x80, 0x80)) | (isInside ? IM_COL32(0x08, 0x08, 0x08, 0) : 0));
+ if (boxes[boxCoordInt])
+ {
+ gContext.mDrawList->AddConvexPolyFilled(faceCoordsScreen, 4, IM_COL32(0xF0, 0xA0, 0x60, 0x80));
+
+ if (!io.MouseDown[0] && !isDraging && isClicking)
+ {
+ // apply new view direction
+ int cx = boxCoordInt / 9;
+ int cy = (boxCoordInt - cx * 9) / 3;
+ int cz = boxCoordInt % 3;
+ interpolationDir = makeVect(1.f - (float)cx, 1.f - (float)cy, 1.f - (float)cz);
+ interpolationDir.Normalize();
+
+ if (fabsf(Dot(interpolationDir, referenceUp)) > 1.0f - 0.01f)
+ {
+ vec_t right = viewInverse.v.right;
+ if (fabsf(right.x) > fabsf(right.z))
+ {
+ right.z = 0.f;
+ } else
+ {
+ right.x = 0.f;
+ }
+ right.Normalize();
+ interpolationUp = Cross(interpolationDir, right);
+ interpolationUp.Normalize();
+ } else
+ {
+ interpolationUp = referenceUp;
+ }
+ interpolationFrames = 40;
+ isClicking = false;
+ }
+ if (io.MouseClicked[0] && !isDraging)
+ {
+ isClicking = true;
+ }
+ }
+ }
+ }
+ }
+ }
+ if (interpolationFrames)
+ {
+ interpolationFrames--;
+ vec_t newDir = viewInverse.v.dir;
+ newDir.Lerp(interpolationDir, 0.2f);
+ newDir.Normalize();
+
+ vec_t newUp = viewInverse.v.up;
+ newUp.Lerp(interpolationUp, 0.3f);
+ newUp.Normalize();
+ newUp = interpolationUp;
+ vec_t newEye = camTarget + newDir * length;
+ LookAt(&newEye.x, &camTarget.x, &newUp.x, view);
+ }
+ isInside = gContext.mbMouseOver && ImRect(position, position + size).Contains(io.MousePos);
+
+ // drag view
+ if (!isDraging && io.MouseClicked[0] && isInside)
+ {
+ isDraging = true;
+ isClicking = false;
+ } else if (isDraging && !io.MouseDown[0])
+ {
+ isDraging = false;
+ }
+
+ if (isDraging)
+ {
+ matrix_t rx, ry, roll;
+
+ rx.RotationAxis(referenceUp, -io.MouseDelta.x * 0.01f);
+ ry.RotationAxis(viewInverse.v.right, -io.MouseDelta.y * 0.01f);
+
+ roll = rx * ry;
+
+ vec_t newDir = viewInverse.v.dir;
+ newDir.TransformVector(roll);
+ newDir.Normalize();
+
+ // clamp
+ vec_t planDir = Cross(viewInverse.v.right, referenceUp);
+ planDir.y = 0.f;
+ planDir.Normalize();
+ float dt = Dot(planDir, newDir);
+ if (dt < 0.0f)
+ {
+ newDir += planDir * dt;
+ newDir.Normalize();
+ }
+
+ vec_t newEye = camTarget + newDir * length;
+ LookAt(&newEye.x, &camTarget.x, &referenceUp.x, view);
+ }
+
+ // restore view/projection because it was used to compute ray
+ ComputeContext(svgView.m16, svgProjection.m16, gContext.mModelSource.m16, gContext.mMode);
+}
+}; // namespace IMGUIZMO_NAMESPACE