// 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. #include "imgui.h" #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" #include "ImGuizmo.h" #if !defined(_WIN32) #define _malloca(x) alloca(x) #define _freea(x) #else #include #endif // includes patches for multiview from // https://github.com/CedricGuillemet/ImGuizmo/issues/15 namespace ImGuizmo { 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; static OPERATION operator&(OPERATION lhs, OPERATION rhs) { return static_cast(static_cast(lhs) & static_cast(rhs)); } static bool operator!=(OPERATION lhs, int rhs) { return static_cast(lhs) != rhs; } static bool operator==(OPERATION lhs, int rhs) { return static_cast(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 T Clamp(T x, T y, T z) { return ((x < y) ? y : ((x > z) ? z : x)); } template T max(T x, T y) { return (x > y) ? x : y; } template T min(T x, T y) { return (x < y) ? x : y; } template 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()); 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]; }; matrix_t(const matrix_t& other) { memcpy(&m16[0], &other.m16[0], sizeof(float) * 16); } matrix_t() {} 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 mModelInverse; matrix_t mModelSource; matrix_t mModelSourceInverse; matrix_t mMVP; 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 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 vec_t mBoundsPivot; vec_t mBoundsAnchor; vec_t mBoundsPlan; vec_t mBoundsLocalPivot; int mBoundsBestAxis; int mBoundsAxis[2]; bool mbUsingBounds; 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) { vec_t startOfSegment = start; startOfSegment.TransformPoint(gContext.mMVP); if (fabsf(startOfSegment.w) > FLT_EPSILON) // check for axis aligned with camera direction { startOfSegment *= 1.f / startOfSegment.w; } vec_t endOfSegment = end; endOfSegment.TransformPoint(gContext.mMVP); 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) { float numer = plan.Dot3(rOrigin) - plan.w; 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); } 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; if (mode == LOCAL) { gContext.mModel = *(matrix_t*)matrix; gContext.mModel.OrthoNormalize(); } 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; 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 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(int axisIndex, vec_t& dirAxis, vec_t& dirPlaneX, vec_t& dirPlaneY, bool& belowAxisLimit, bool& belowPlaneLimit) { 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); float lenDirMinus = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), -dirAxis); float lenDirPlaneX = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), dirPlaneX); float lenDirMinusPlaneX = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), -dirPlaneX); float lenDirPlaneY = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), dirPlaneY); float lenDirMinusPlaneY = GetSegmentLengthClipSpace(makeVect(0.f, 0.f, 0.f), -dirPlaneY); // 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); 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); int circleMul = hasRSC ? 1 : 2; for (int axis = 0; axis < 3; axis++) { if(!Intersects(op, static_cast(ROTATE_Z >> axis))) { continue; } 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 + 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; circlePos[i] = worldToPos(pos, gContext.mMVP); } float radiusAxis = sqrtf((ImLengthSqr(worldToPos(gContext.mModel.v.position, gContext.mViewProjection) - circlePos[0]))); if (radiusAxis > gContext.mRadiusSquareCenter) { gContext.mRadiusSquareCenter = radiusAxis; } drawList->AddPolyline(circlePos, circleMul * halfCircleSegmentCount + 1, colors[3 - axis], false, 2); } if(hasRSC) { 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; 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 (unsigned int i = 0; i < 3; i++) { if(!Intersects(op, static_cast(SCALE_X << i))) { continue; } vec_t dirPlaneX, dirPlaneY, dirAxis; bool belowAxisLimit, belowPlaneLimit; ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit); // draw axis if (belowAxisLimit) { bool hasTranslateOnAxis = Contains(op, static_cast(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 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 (unsigned int i = 0; i < 3; ++i) { vec_t dirPlaneX, dirPlaneY, dirAxis; ComputeTripodAxisAndVisibility(i, dirAxis, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit); // draw axis if (belowAxisLimit && Intersects(op, static_cast(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 (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 void HandleAndDrawLocalBounds(const 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 (unsigned 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; } for (unsigned int axisIndex = 0; axisIndex < numAxes; ++axisIndex) { bestAxis = axes[axisIndex]; bestAxisWorldDirection = axesWorldDirections[axisIndex]; // corners vec_t aabb[4]; int secondAxis = (bestAxis + 1) % 3; int thirdAxis = (bestAxis + 2) % 3; for (int i = 0; i < 4; i++) { aabb[i][3] = aabb[i][bestAxis] = 0.f; aabb[i][secondAxis] = bounds[secondAxis + 3 * (i >> 1)]; aabb[i][thirdAxis] = bounds[thirdAxis + 3 * ((i >> 1) ^ (i & 1))]; } // draw bounds unsigned int anchorAlpha = gContext.mbEnable ? IM_COL32_BLACK : IM_COL32(0, 0, 0, 0x80); matrix_t boundsMVP = gContext.mModelSource * gContext.mViewProjection; for (int i = 0; i < 4; i++) { ImVec2 worldBound1 = worldToPos(aabb[i], boundsMVP); ImVec2 worldBound2 = worldToPos(aabb[(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 = (aabb[i] + aabb[(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(aabb[(i + 2) % 4], gContext.mModelSource); gContext.mBoundsAnchor.TransformPoint(aabb[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] = aabb[oppositeIndex][secondAxis]; gContext.mBoundsLocalPivot[thirdAxis] = aabb[oppositeIndex][thirdAxis]; gContext.mbUsingBounds = true; gContext.mEditingID = gContext.mActualID; gContext.mBoundsMatrix = gContext.mModelSource; } // small anchor on middle of segment if (!gContext.mbUsingBounds && gContext.mbEnable && overSmallAnchor && CanActivate()) { vec_t midPointOpposite = (aabb[(i + 2) % 4] + aabb[(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; gContext.mBoundsLocalPivot.Set(0.f); gContext.mBoundsLocalPivot[gContext.mBoundsAxis[0]] = aabb[oppositeIndex][indices[i % 2]];// bounds[gContext.mBoundsAxis[0]] * (((i + 1) & 2) ? 1.f : -1.f); gContext.mbUsingBounds = true; gContext.mEditingID = gContext.mActualID; gContext.mBoundsMatrix = gContext.mModelSource; } } if (gContext.mbUsingBounds && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID)) { matrix_t scale; scale.SetToIdentity(); // 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(); // for 1 or 2 axes, compute a ratio that's used for scale and snap it based on resulting length for (int i = 0; i < 2; i++) { int axisIndex1 = gContext.mBoundsAxis[i]; if (axisIndex1 == -1) { continue; } float ratioAxis = 1.f; vec_t axisDir = gContext.mBoundsMatrix.component[axisIndex1].Abs(); float dtAxis = axisDir.Dot(referenceVector); float boundSize = bounds[axisIndex1 + 3] - bounds[axisIndex1]; if (dtAxis > FLT_EPSILON) { ratioAxis = axisDir.Dot(deltaVector) / dtAxis; } if (snapValues) { float length = boundSize * ratioAxis; ComputeSnap(&length, snapValues[axisIndex1]); if (boundSize > FLT_EPSILON) { ratioAxis = length / boundSize; } } scale.component[axisIndex1] *= ratioAxis; } // transform matrix matrix_t preScale, postScale; preScale.Translation(-gContext.mBoundsLocalPivot); postScale.Translation(gContext.mBoundsLocalPivot); matrix_t res = preScale * scale * postScale * gContext.mBoundsMatrix; *matrix = res; // info text char tmps[512]; ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection); ImFormatString(tmps, sizeof(tmps), "X: %.2f Y: %.2f Z:%.2f" , (bounds[3] - bounds[0]) * gContext.mBoundsMatrix.component[0].Length() * scale.component[0].Length() , (bounds[4] - bounds[1]) * gContext.mBoundsMatrix.component[1].Length() * scale.component[1].Length() , (bounds[5] - bounds[2]) * gContext.mBoundsMatrix.component[2].Length() * scale.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; } } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // static int GetScaleType(OPERATION op) { 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 (unsigned int i = 0; i < 3 && type == MT_NONE; i++) { if(!Intersects(op, static_cast(SCALE_X << i))) { continue; } 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 float startOffset = Contains(op, static_cast(TRANSLATE_X << i)) ? 1.0f : 0.1f; const float endOffset = Contains(op, static_cast(TRANSLATE_X << i)) ? 1.4f : 1.0f; const ImVec2 posOnPlanScreen = worldToPos(posOnPlan, gContext.mViewProjection); const ImVec2 axisStartOnScreen = worldToPos(gContext.mModel.v.position + dirAxis * gContext.mScreenFactor * startOffset, gContext.mViewProjection); const ImVec2 axisEndOnScreen = worldToPos(gContext.mModel.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; } } return type; } static int GetRotateType(OPERATION op) { 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 - 1.0f) && dist < (gContext.mRadiusSquareCenter + 1.0f)) { 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 (unsigned int i = 0; i < 3 && type == MT_NONE; i++) { if(!Intersects(op, static_cast(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 * 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)) { 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 (unsigned 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(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; } ImGuiIO& io = ImGui::GetIO(); 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 len = fabsf(IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan)); // near plan vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len; // compute delta 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) { int axisIndex = gContext.mCurrentOperation - MT_MOVE_X; const vec_t& axisValue = *(vec_t*)&gContext.mModel.m[axisIndex]; 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); } 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) || type != MT_NONE) { 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.mModel.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.mModel.m[axisIndex]; float lengthOnAxis = Dot(axisValue, delta); delta = axisValue * lengthOnAxis; vec_t baseVector = gContext.mTranslationPlanOrigin - gContext.mModel.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.mModel; *(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) { 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.mModel; } 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, const float* localBounds, const float* boundsSnap) { ComputeContext(view, projection, matrix, 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) { HandleAndDrawLocalBounds(localBounds, (matrix_t*)matrix, boundsSnap, operation); } gContext.mOperation = operation; if (!gContext.mbUsingBounds) { DrawRotationGizmo(operation, type); DrawTranslationGizmo(operation, type); DrawScaleGizmo(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); assert(boxCoordInt < 27); boxes[boxCoordInt] |= insidePanel && (!isDraging); // 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 - cx, 1.f - cy, 1.f - 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.MouseDown[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 = ImRect(position, position + size).Contains(io.MousePos); // drag view if (!isDraging && io.MouseDown[0] && isInside && (fabsf(io.MouseDelta.x) > 0.f || fabsf(io.MouseDelta.y) > 0.f)) { 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); } };