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Diffstat (limited to 'source/10-editor-common/ImGuiGuizmo.hpp')
-rw-r--r-- | source/10-editor-common/ImGuiGuizmo.hpp | 232 |
1 files changed, 232 insertions, 0 deletions
diff --git a/source/10-editor-common/ImGuiGuizmo.hpp b/source/10-editor-common/ImGuiGuizmo.hpp new file mode 100644 index 0000000..0560050 --- /dev/null +++ b/source/10-editor-common/ImGuiGuizmo.hpp @@ -0,0 +1,232 @@ +// https://github.com/CedricGuillemet/ImGuizmo +// v 1.84 WIP +// +// The MIT License(MIT) +// +// Copyright(c) 2021 Cedric Guillemet +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files(the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions : +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +// +// ------------------------------------------------------------------------------------------- +// History : +// 2019/11/03 View gizmo +// 2016/09/11 Behind camera culling. Scaling Delta matrix not multiplied by source matrix scales. local/world rotation and translation fixed. Display message is incorrect (X: ... Y:...) in local mode. +// 2016/09/09 Hatched negative axis. Snapping. Documentation update. +// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved +// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results. +// 2016/08/31 First version +// +// ------------------------------------------------------------------------------------------- +// Future (no order): +// +// - Multi view +// - display rotation/translation/scale infos in local/world space and not only local +// - finish local/world matrix application +// - OPERATION as bitmask +// +// ------------------------------------------------------------------------------------------- +// Example +#if 0 +void EditTransform(const Camera& camera, matrix_t& matrix) +{ + static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE); + static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD); + if (ImGui::IsKeyPressed(90)) + mCurrentGizmoOperation = ImGuizmo::TRANSLATE; + if (ImGui::IsKeyPressed(69)) + mCurrentGizmoOperation = ImGuizmo::ROTATE; + if (ImGui::IsKeyPressed(82)) // r Key + mCurrentGizmoOperation = ImGuizmo::SCALE; + if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE)) + mCurrentGizmoOperation = ImGuizmo::TRANSLATE; + ImGui::SameLine(); + if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE)) + mCurrentGizmoOperation = ImGuizmo::ROTATE; + ImGui::SameLine(); + if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE)) + mCurrentGizmoOperation = ImGuizmo::SCALE; + float matrixTranslation[3], matrixRotation[3], matrixScale[3]; + ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale); + ImGui::InputFloat3("Tr", matrixTranslation, 3); + ImGui::InputFloat3("Rt", matrixRotation, 3); + ImGui::InputFloat3("Sc", matrixScale, 3); + ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16); + + if (mCurrentGizmoOperation != ImGuizmo::SCALE) + { + if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL)) + mCurrentGizmoMode = ImGuizmo::LOCAL; + ImGui::SameLine(); + if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD)) + mCurrentGizmoMode = ImGuizmo::WORLD; + } + static bool useSnap(false); + if (ImGui::IsKeyPressed(83)) + useSnap = !useSnap; + ImGui::Checkbox("", &useSnap); + ImGui::SameLine(); + vec_t snap; + switch (mCurrentGizmoOperation) + { + case ImGuizmo::TRANSLATE: + snap = config.mSnapTranslation; + ImGui::InputFloat3("Snap", &snap.x); + break; + case ImGuizmo::ROTATE: + snap = config.mSnapRotation; + ImGui::InputFloat("Angle Snap", &snap.x); + break; + case ImGuizmo::SCALE: + snap = config.mSnapScale; + ImGui::InputFloat("Scale Snap", &snap.x); + break; + } + ImGuiIO& io = ImGui::GetIO(); + ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y); + ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL); +} +#endif +#pragma once + +#ifdef USE_IMGUI_API +# include "imconfig.h" +#endif +#ifndef IMGUI_API +# define IMGUI_API +#endif + +// NOTE(hnosm): added so that we don't have to force #include <ImGuizmo.h> after everything else +#include <imgui.h> + +#ifndef IMGUIZMO_NAMESPACE +# define IMGUIZMO_NAMESPACE ImGuizmo +#endif + +namespace IMGUIZMO_NAMESPACE { +// call inside your own window and before Manipulate() in order to draw gizmo to that window. +// Or pass a specific ImDrawList to draw to (e.g. ImGui::GetForegroundDrawList()). +IMGUI_API void SetDrawlist(ImDrawList* drawlist = nullptr); + +// call BeginFrame right after ImGui_XXXX_NewFrame(); +IMGUI_API void BeginFrame(); + +// this is necessary because when imguizmo is compiled into a dll, and imgui into another +// globals are not shared between them. +// More details at https://stackoverflow.com/questions/19373061/what-happens-to-global-and-static-variables-in-a-shared-library-when-it-is-dynam +// expose method to set imgui context +IMGUI_API void SetImGuiContext(ImGuiContext* ctx); + +// return true if mouse cursor is over any gizmo control (axis, plan or screen component) +IMGUI_API bool IsOver(); + +// return true if mouse IsOver or if the gizmo is in moving state +IMGUI_API bool IsUsing(); + +// enable/disable the gizmo. Stay in the state until next call to Enable. +// gizmo is rendered with gray half transparent color when disabled +IMGUI_API void Enable(bool enable); + +// helper functions for manualy editing translation/rotation/scale with an input float +// translation, rotation and scale float points to 3 floats each +// Angles are in degrees (more suitable for human editing) +// example: +// float matrixTranslation[3], matrixRotation[3], matrixScale[3]; +// ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale); +// ImGui::InputFloat3("Tr", matrixTranslation, 3); +// ImGui::InputFloat3("Rt", matrixRotation, 3); +// ImGui::InputFloat3("Sc", matrixScale, 3); +// ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16); +// +// These functions have some numerical stability issues for now. Use with caution. +IMGUI_API void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale); +IMGUI_API void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix); + +IMGUI_API void SetRect(float x, float y, float width, float height); +// default is false +IMGUI_API void SetOrthographic(bool isOrthographic); + +// Render a cube with face color corresponding to face normal. Usefull for debug/tests +IMGUI_API void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount); +IMGUI_API void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize); + +// call it when you want a gizmo +// Needs view and projection matrices. +// matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional +// translation is applied in world space +enum OPERATION { + TRANSLATE_X = (1u << 0), + TRANSLATE_Y = (1u << 1), + TRANSLATE_Z = (1u << 2), + ROTATE_X = (1u << 3), + ROTATE_Y = (1u << 4), + ROTATE_Z = (1u << 5), + ROTATE_SCREEN = (1u << 6), + SCALE_X = (1u << 7), + SCALE_Y = (1u << 8), + SCALE_Z = (1u << 9), + BOUNDS = (1u << 10), + SCALE_XU = (1u << 11), + SCALE_YU = (1u << 12), + SCALE_ZU = (1u << 13), + + TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z, + ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN, + SCALE = SCALE_X | SCALE_Y | SCALE_Z, + SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU, // universal + UNIVERSAL = TRANSLATE | ROTATE | SCALEU +}; + +inline OPERATION operator|(OPERATION lhs, OPERATION rhs) { + return static_cast<OPERATION>(static_cast<int>(lhs) | static_cast<int>(rhs)); +} + +enum MODE { + LOCAL, + WORLD +}; + +IMGUI_API bool Manipulate( + const float* view, + const float* projection, + OPERATION operation, + MODE mode, + float* matrix, + float* deltaMatrix = NULL, + const float* snap = NULL, + float* localBounds = NULL, + const float* boundsSnap = NULL); + +// +// Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en +// It seems to be a defensive patent in the US. I don't think it will bring troubles using it as +// other software are using the same mechanics. But just in case, you are now warned! +// +IMGUI_API void ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor); + +IMGUI_API void SetID(int id); + +// return true if the cursor is over the operation's gizmo +IMGUI_API bool IsOver(OPERATION op); +IMGUI_API void SetGizmoSizeClipSpace(float value); + +// Allow axis to flip +// When true (default), the guizmo axis flip for better visibility +// When false, they always stay along the positive world/local axis +IMGUI_API void AllowAxisFlip(bool value); +} // namespace IMGUIZMO_NAMESPACE |