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- // https://github.com/CedricGuillemet/ImGuizmo
- // v1.91.3 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
- #ifndef IMGUIZMO_NAMESPACE
- #define IMGUIZMO_NAMESPACE ImGuizmo
- #endif
- struct ImGuiWindow;
- 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();
- //
- IMGUI_API void Create();
- //
- IMGUI_API void Destroy();
- // 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();
- // return true if the view gizmo is in moving state
- IMGUI_API bool IsUsingViewManipulate();
- // only check if your mouse is over the view manipulator - no matter whether it's active or not
- IMGUI_API bool IsViewManipulateHovered();
- // return true if any gizmo is in moving state
- IMGUI_API bool IsUsingAny();
- // enable/disable the gizmo. Stay in the state until next call to Enable.
- // gizmo is rendered with gray half transparent color when disabled
- IMGUI_API void Enable(bool enable);
- // helper functions for manualy editing translation/rotation/scale with an input float
- // translation, rotation and scale float points to 3 floats each
- // Angles are in degrees (more suitable for human editing)
- // example:
- // float matrixTranslation[3], matrixRotation[3], matrixScale[3];
- // ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale);
- // ImGui::InputFloat3("Tr", matrixTranslation, 3);
- // ImGui::InputFloat3("Rt", matrixRotation, 3);
- // ImGui::InputFloat3("Sc", matrixScale, 3);
- // ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16);
- //
- // These functions have some numerical stability issues for now. Use with caution.
- IMGUI_API void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale);
- IMGUI_API void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix);
- IMGUI_API void SetRect(float x, float y, float width, float height);
- // default is false
- IMGUI_API void SetOrthographic(bool isOrthographic);
- // Render a cube with face color corresponding to face normal. Usefull for debug/tests
- IMGUI_API void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount);
- IMGUI_API void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize);
- // call it when you want a gizmo
- // Needs view and projection matrices.
- // matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional
- // translation is applied in world space
- enum OPERATION
- {
- TRANSLATE_X = (1u << 0),
- TRANSLATE_Y = (1u << 1),
- TRANSLATE_Z = (1u << 2),
- ROTATE_X = (1u << 3),
- ROTATE_Y = (1u << 4),
- ROTATE_Z = (1u << 5),
- ROTATE_SCREEN = (1u << 6),
- SCALE_X = (1u << 7),
- SCALE_Y = (1u << 8),
- SCALE_Z = (1u << 9),
- BOUNDS = (1u << 10),
- SCALE_XU = (1u << 11),
- SCALE_YU = (1u << 12),
- SCALE_ZU = (1u << 13),
- TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z,
- ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN,
- SCALE = SCALE_X | SCALE_Y | SCALE_Z,
- SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU, // universal
- UNIVERSAL = TRANSLATE | ROTATE | SCALEU
- };
- inline OPERATION operator|(OPERATION lhs, OPERATION rhs)
- {
- return static_cast<OPERATION>(static_cast<int>(lhs) | static_cast<int>(rhs));
- }
- enum MODE
- {
- LOCAL,
- WORLD
- };
- IMGUI_API bool Manipulate(const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix = NULL, const float* snap = NULL, const float* localBounds = NULL, const float* boundsSnap = NULL);
- //
- // Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en
- // It seems to be a defensive patent in the US. I don't think it will bring troubles using it as
- // other software are using the same mechanics. But just in case, you are now warned!
- //
- IMGUI_API void ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
- // use this version if you did not call Manipulate before and you are just using ViewManipulate
- IMGUI_API void ViewManipulate(float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
- IMGUI_API void SetAlternativeWindow(ImGuiWindow* window);
- [[deprecated("Use PushID/PopID instead.")]]
- IMGUI_API void SetID(int id);
- // ID stack/scopes
- // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
- // - Those questions are answered and impacted by understanding of the ID stack system:
- // - "Q: Why is my widget not reacting when I click on it?"
- // - "Q: How can I have widgets with an empty label?"
- // - "Q: How can I have multiple widgets with the same label?"
- // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
- // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
- // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
- // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
- // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
- IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
- IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
- IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
- IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
- IMGUI_API void PopID(); // pop from the ID stack.
- IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
- IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
- IMGUI_API ImGuiID GetID(const void* ptr_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);
- // Configure the limit where axis are hidden
- IMGUI_API void SetAxisLimit(float value);
- // Set an axis mask to permanently hide a given axis (true -> hidden, false -> shown)
- IMGUI_API void SetAxisMask(bool x, bool y, bool z);
- // Configure the limit where planes are hiden
- IMGUI_API void SetPlaneLimit(float value);
- // from a x,y,z point in space and using Manipulation view/projection matrix, check if mouse is in pixel radius distance of that projected point
- IMGUI_API bool IsOver(float* position, float pixelRadius);
- enum COLOR
- {
- DIRECTION_X, // directionColor[0]
- DIRECTION_Y, // directionColor[1]
- DIRECTION_Z, // directionColor[2]
- PLANE_X, // planeColor[0]
- PLANE_Y, // planeColor[1]
- PLANE_Z, // planeColor[2]
- SELECTION, // selectionColor
- INACTIVE, // inactiveColor
- TRANSLATION_LINE, // translationLineColor
- SCALE_LINE,
- ROTATION_USING_BORDER,
- ROTATION_USING_FILL,
- HATCHED_AXIS_LINES,
- TEXT,
- TEXT_SHADOW,
- COUNT
- };
- struct Style
- {
- IMGUI_API Style();
- float TranslationLineThickness; // Thickness of lines for translation gizmo
- float TranslationLineArrowSize; // Size of arrow at the end of lines for translation gizmo
- float RotationLineThickness; // Thickness of lines for rotation gizmo
- float RotationOuterLineThickness; // Thickness of line surrounding the rotation gizmo
- float ScaleLineThickness; // Thickness of lines for scale gizmo
- float ScaleLineCircleSize; // Size of circle at the end of lines for scale gizmo
- float HatchedAxisLineThickness; // Thickness of hatched axis lines
- float CenterCircleSize; // Size of circle at the center of the translate/scale gizmo
- ImVec4 Colors[COLOR::COUNT];
- };
- IMGUI_API Style& GetStyle();
- }
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