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// https://github.com/CedricGuillemet/ImGuizmo
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// v 1.89 WIP
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//
// The MIT License(MIT)
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//
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// Copyright(c) 2021 Cedric Guillemet
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//
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// 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 :
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//
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// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
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//
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// 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.
//
// -------------------------------------------------------------------------------------------
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// History :
// 2019/11/03 View gizmo
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// 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 )
{
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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 ) ;
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}
# endif
# pragma once
# ifdef USE_IMGUI_API
# include "imconfig.h"
# endif
# ifndef IMGUI_API
# define IMGUI_API
# endif
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# ifndef IMGUIZMO_NAMESPACE
# define IMGUIZMO_NAMESPACE ImGuizmo
# endif
namespace IMGUIZMO_NAMESPACE
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{
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// 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 ( ) ;
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// return true if any gizmo is in moving state
IMGUI_API bool IsUsingAny ( ) ;
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// 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 ) ,
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SCALE_XU = ( 1u < < 11 ) ,
SCALE_YU = ( 1u < < 12 ) ,
SCALE_ZU = ( 1u < < 13 ) ,
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TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z ,
ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN ,
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SCALE = SCALE_X | SCALE_Y | SCALE_Z ,
SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU , // universal
UNIVERSAL = TRANSLATE | ROTATE | SCALEU
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} ;
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 ) ;
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// 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 ) ;
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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 ) ;
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// Configure the limit where axis are hidden
IMGUI_API void SetAxisLimit ( float value ) ;
// Configure the limit where planes are hiden
IMGUI_API void SetPlaneLimit ( float value ) ;
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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}