librw/skeleton/imgui/ImGuizmo.cpp
2021-07-08 16:43:39 +02:00

2725 lines
101 KiB
C++

// 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 <malloc.h>
#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<OPERATION>(static_cast<int>(lhs) & static_cast<int>(rhs));
}
static bool operator!=(OPERATION lhs, int rhs)
{
return static_cast<int>(lhs) != rhs;
}
static bool operator==(OPERATION lhs, int rhs)
{
return static_cast<int>(lhs) == rhs;
}
static bool Intersects(OPERATION lhs, OPERATION rhs)
{
return (lhs & rhs) != 0;
}
// True if lhs contains rhs
static bool Contains(OPERATION lhs, OPERATION rhs)
{
return (lhs & rhs) == rhs;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// utility and math
void FPU_MatrixF_x_MatrixF(const float* a, const float* b, float* r)
{
r[0] = a[0] * b[0] + a[1] * b[4] + a[2] * b[8] + a[3] * b[12];
r[1] = a[0] * b[1] + a[1] * b[5] + a[2] * b[9] + a[3] * b[13];
r[2] = a[0] * b[2] + a[1] * b[6] + a[2] * b[10] + a[3] * b[14];
r[3] = a[0] * b[3] + a[1] * b[7] + a[2] * b[11] + a[3] * b[15];
r[4] = a[4] * b[0] + a[5] * b[4] + a[6] * b[8] + a[7] * b[12];
r[5] = a[4] * b[1] + a[5] * b[5] + a[6] * b[9] + a[7] * b[13];
r[6] = a[4] * b[2] + a[5] * b[6] + a[6] * b[10] + a[7] * b[14];
r[7] = a[4] * b[3] + a[5] * b[7] + a[6] * b[11] + a[7] * b[15];
r[8] = a[8] * b[0] + a[9] * b[4] + a[10] * b[8] + a[11] * b[12];
r[9] = a[8] * b[1] + a[9] * b[5] + a[10] * b[9] + a[11] * b[13];
r[10] = a[8] * b[2] + a[9] * b[6] + a[10] * b[10] + a[11] * b[14];
r[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11] * b[15];
r[12] = a[12] * b[0] + a[13] * b[4] + a[14] * b[8] + a[15] * b[12];
r[13] = a[12] * b[1] + a[13] * b[5] + a[14] * b[9] + a[15] * b[13];
r[14] = a[12] * b[2] + a[13] * b[6] + a[14] * b[10] + a[15] * b[14];
r[15] = a[12] * b[3] + a[13] * b[7] + a[14] * b[11] + a[15] * b[15];
}
void Frustum(float left, float right, float bottom, float top, float znear, float zfar, float* m16)
{
float temp, temp2, temp3, temp4;
temp = 2.0f * znear;
temp2 = right - left;
temp3 = top - bottom;
temp4 = zfar - znear;
m16[0] = temp / temp2;
m16[1] = 0.0;
m16[2] = 0.0;
m16[3] = 0.0;
m16[4] = 0.0;
m16[5] = temp / temp3;
m16[6] = 0.0;
m16[7] = 0.0;
m16[8] = (right + left) / temp2;
m16[9] = (top + bottom) / temp3;
m16[10] = (-zfar - znear) / temp4;
m16[11] = -1.0f;
m16[12] = 0.0;
m16[13] = 0.0;
m16[14] = (-temp * zfar) / temp4;
m16[15] = 0.0;
}
void Perspective(float fovyInDegrees, float aspectRatio, float znear, float zfar, float* m16)
{
float ymax, xmax;
ymax = znear * tanf(fovyInDegrees * DEG2RAD);
xmax = ymax * aspectRatio;
Frustum(-xmax, xmax, -ymax, ymax, znear, zfar, m16);
}
void Cross(const float* a, const float* b, float* r)
{
r[0] = a[1] * b[2] - a[2] * b[1];
r[1] = a[2] * b[0] - a[0] * b[2];
r[2] = a[0] * b[1] - a[1] * b[0];
}
float Dot(const float* a, const float* b)
{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
void Normalize(const float* a, float* r)
{
float il = 1.f / (sqrtf(Dot(a, a)) + FLT_EPSILON);
r[0] = a[0] * il;
r[1] = a[1] * il;
r[2] = a[2] * il;
}
void LookAt(const float* eye, const float* at, const float* up, float* m16)
{
float X[3], Y[3], Z[3], tmp[3];
tmp[0] = eye[0] - at[0];
tmp[1] = eye[1] - at[1];
tmp[2] = eye[2] - at[2];
Normalize(tmp, Z);
Normalize(up, Y);
Cross(Y, Z, tmp);
Normalize(tmp, X);
Cross(Z, X, tmp);
Normalize(tmp, Y);
m16[0] = X[0];
m16[1] = Y[0];
m16[2] = Z[0];
m16[3] = 0.0f;
m16[4] = X[1];
m16[5] = Y[1];
m16[6] = Z[1];
m16[7] = 0.0f;
m16[8] = X[2];
m16[9] = Y[2];
m16[10] = Z[2];
m16[11] = 0.0f;
m16[12] = -Dot(X, eye);
m16[13] = -Dot(Y, eye);
m16[14] = -Dot(Z, eye);
m16[15] = 1.0f;
}
template <typename T> T Clamp(T x, T y, T z) { return ((x < y) ? y : ((x > z) ? z : x)); }
template <typename T> T max(T x, T y) { return (x > y) ? x : y; }
template <typename T> T min(T x, T y) { return (x < y) ? x : y; }
template <typename T> bool IsWithin(T x, T y, T z) { return (x >= y) && (x <= z); }
struct matrix_t;
struct vec_t
{
public:
float x, y, z, w;
void Lerp(const vec_t& v, float t)
{
x += (v.x - x) * t;
y += (v.y - y) * t;
z += (v.z - z) * t;
w += (v.w - w) * t;
}
void Set(float v) { x = y = z = w = v; }
void Set(float _x, float _y, float _z = 0.f, float _w = 0.f) { x = _x; y = _y; z = _z; w = _w; }
vec_t& operator -= (const vec_t& v) { x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; }
vec_t& operator += (const vec_t& v) { x += v.x; y += v.y; z += v.z; w += v.w; return *this; }
vec_t& operator *= (const vec_t& v) { x *= v.x; y *= v.y; z *= v.z; w *= v.w; return *this; }
vec_t& operator *= (float v) { x *= v; y *= v; z *= v; w *= v; return *this; }
vec_t operator * (float f) const;
vec_t operator - () const;
vec_t operator - (const vec_t& v) const;
vec_t operator + (const vec_t& v) const;
vec_t operator * (const vec_t& v) const;
const vec_t& operator + () const { return (*this); }
float Length() const { return sqrtf(x * x + y * y + z * z); };
float LengthSq() const { return (x * x + y * y + z * z); };
vec_t Normalize() { (*this) *= (1.f / Length()); 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<OPERATION>(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<OPERATION>(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<OPERATION>(TRANSLATE_X << i)) ;
float markerScale = hasTranslateOnAxis ? 1.4f : 1.0f;
ImVec2 baseSSpace = worldToPos(dirAxis * 0.1f * gContext.mScreenFactor, gContext.mMVP);
ImVec2 worldDirSSpaceNoScale = worldToPos(dirAxis * markerScale * gContext.mScreenFactor, gContext.mMVP);
ImVec2 worldDirSSpace = worldToPos((dirAxis * markerScale * scaleDisplay[i]) * gContext.mScreenFactor, gContext.mMVP);
if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID))
{
drawList->AddLine(baseSSpace, worldDirSSpaceNoScale, IM_COL32(0x40, 0x40, 0x40, 0xFF), 3.f);
drawList->AddCircleFilled(worldDirSSpaceNoScale, 6.f, IM_COL32(0x40, 0x40, 0x40, 0xFF));
}
if(!hasTranslateOnAxis || gContext.mbUsing)
{
drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 3.f);
}
drawList->AddCircleFilled(worldDirSSpace, 6.f, colors[i + 1]);
if (gContext.mAxisFactor[i] < 0.f)
{
DrawHatchedAxis(dirAxis * scaleDisplay[i]);
}
}
}
// draw screen cirle
drawList->AddCircleFilled(gContext.mScreenSquareCenter, 6.f, colors[0], 32);
if (gContext.mbUsing && (gContext.mActualID == -1 || gContext.mActualID == gContext.mEditingID) && IsScaleType(type))
{
//ImVec2 sourcePosOnScreen = worldToPos(gContext.mMatrixOrigin, gContext.mViewProjection);
ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
/*vec_t dif(destinationPosOnScreen.x - sourcePosOnScreen.x, destinationPosOnScreen.y - sourcePosOnScreen.y);
dif.Normalize();
dif *= 5.f;
drawList->AddCircle(sourcePosOnScreen, 6.f, translationLineColor);
drawList->AddCircle(destinationPosOnScreen, 6.f, translationLineColor);
drawList->AddLine(ImVec2(sourcePosOnScreen.x + dif.x, sourcePosOnScreen.y + dif.y), ImVec2(destinationPosOnScreen.x - dif.x, destinationPosOnScreen.y - dif.y), translationLineColor, 2.f);
*/
char tmps[512];
//vec_t deltaInfo = gContext.mModel.v.position - gContext.mMatrixOrigin;
int componentInfoIndex = (type - MT_SCALE_X) * 3;
ImFormatString(tmps, sizeof(tmps), scaleInfoMask[type - MT_SCALE_X], scaleDisplay[translationInfoIndex[componentInfoIndex]]);
drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), IM_COL32_BLACK, tmps);
drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), IM_COL32_WHITE, tmps);
}
}
static void 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<OPERATION>(TRANSLATE_X << i)))
{
ImVec2 baseSSpace = worldToPos(dirAxis * 0.1f * gContext.mScreenFactor, gContext.mMVP);
ImVec2 worldDirSSpace = worldToPos(dirAxis * gContext.mScreenFactor, gContext.mMVP);
drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 3.f);
// Arrow head begin
ImVec2 dir(origin - worldDirSSpace);
float d = sqrtf(ImLengthSqr(dir));
dir /= d; // Normalize
dir *= 6.0f;
ImVec2 ortogonalDir(dir.y, -dir.x); // Perpendicular vector
ImVec2 a(worldDirSSpace + dir);
drawList->AddTriangleFilled(worldDirSSpace - dir, a + ortogonalDir, a - ortogonalDir, colors[i + 1]);
// Arrow head end
if (gContext.mAxisFactor[i] < 0.f)
{
DrawHatchedAxis(dirAxis);
}
}
// draw plane
if (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<OPERATION>(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<OPERATION>(TRANSLATE_X << i)) ? 1.0f : 0.1f;
const float endOffset = Contains(op, static_cast<OPERATION>(TRANSLATE_X << i)) ? 1.4f : 1.0f;
const ImVec2 posOnPlanScreen = worldToPos(posOnPlan, gContext.mViewProjection);
const ImVec2 axisStartOnScreen = worldToPos(gContext.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<OPERATION>(ROTATE_X << i)))
{
continue;
}
// pickup plan
vec_t pickupPlan = BuildPlan(gContext.mModel.v.position, planNormals[i]);
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, pickupPlan);
const vec_t intersectWorldPos = gContext.mRayOrigin + gContext.mRayVector * len;
vec_t intersectViewPos;
intersectViewPos.TransformPoint(intersectWorldPos, gContext.mViewMat);
if (ImAbs(modelViewPos.z) - ImAbs(intersectViewPos.z) < -FLT_EPSILON)
{
continue;
}
const vec_t localPos = intersectWorldPos - gContext.mModel.v.position;
vec_t idealPosOnCircle = Normalized(localPos);
idealPosOnCircle.TransformVector(gContext.mModelInverse);
const ImVec2 idealPosOnCircleScreen = worldToPos(idealPosOnCircle * 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<OPERATION>(TRANSLATE_X << i))) // pixel size
{
type = MT_MOVE_X + i;
}
const float dx = dirPlaneX.Dot3((posOnPlan - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor));
const float dy = dirPlaneY.Dot3((posOnPlan - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor));
if (belowPlaneLimit && dx >= quadUV[0] && dx <= quadUV[4] && dy >= quadUV[1] && dy <= quadUV[3] && Contains(op, TRANSLATE_PLANS[i]))
{
type = MT_MOVE_YZ + i;
}
if (gizmoHitProportion)
{
*gizmoHitProportion = makeVect(dx, dy, 0.f);
}
}
return type;
}
static bool HandleTranslation(float* matrix, float* deltaMatrix, OPERATION op, int& type, const float* snap)
{
if(!Intersects(op, TRANSLATE) || type != MT_NONE)
{
return false;
}
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);
}
};