librw/skeleton/imgui/ImGuizmo.h

170 lines
7.0 KiB
C++

// https://github.com/CedricGuillemet/ImGuizmo
// v 1.04 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2016 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// -------------------------------------------------------------------------------------------
// History :
// 2016/09/11 Behind camera culling. Scaling Delta matrix not multiplied by source matrix scales. local/world rotation and translation fixed. Display message is incorrect (X: ... Y:...) in local mode.
// 2016/09/09 Hatched negative axis. Snapping. Documentation update.
// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved
// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results.
// 2016/08/31 First version
//
// -------------------------------------------------------------------------------------------
// Future (no order):
//
// - Multi view
// - display rotation/translation/scale infos in local/world space and not only local
// - finish local/world matrix application
// - OPERATION as bitmask
//
// -------------------------------------------------------------------------------------------
// Example
#if 0
void EditTransform(const Camera& camera, matrix_t& matrix)
{
static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
if (ImGui::IsKeyPressed(90))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
if (ImGui::IsKeyPressed(69))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
if (ImGui::IsKeyPressed(82)) // r Key
mCurrentGizmoOperation = ImGuizmo::SCALE;
if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
ImGui::SameLine();
if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
ImGui::SameLine();
if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
mCurrentGizmoOperation = ImGuizmo::SCALE;
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale);
ImGui::InputFloat3("Tr", matrixTranslation, 3);
ImGui::InputFloat3("Rt", matrixRotation, 3);
ImGui::InputFloat3("Sc", matrixScale, 3);
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16);
if (mCurrentGizmoOperation != ImGuizmo::SCALE)
{
if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
mCurrentGizmoMode = ImGuizmo::LOCAL;
ImGui::SameLine();
if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD))
mCurrentGizmoMode = ImGuizmo::WORLD;
}
static bool useSnap(false);
if (ImGui::IsKeyPressed(83))
useSnap = !useSnap;
ImGui::Checkbox("", &useSnap);
ImGui::SameLine();
vec_t snap;
switch (mCurrentGizmoOperation)
{
case ImGuizmo::TRANSLATE:
snap = config.mSnapTranslation;
ImGui::InputFloat3("Snap", &snap.x);
break;
case ImGuizmo::ROTATE:
snap = config.mSnapRotation;
ImGui::InputFloat("Angle Snap", &snap.x);
break;
case ImGuizmo::SCALE:
snap = config.mSnapScale;
ImGui::InputFloat("Scale Snap", &snap.x);
break;
}
ImGuiIO& io = ImGui::GetIO();
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL);
}
#endif
#pragma once
#ifdef USE_IMGUI_API
#include "imconfig.h"
#endif
#ifndef IMGUI_API
#define IMGUI_API
#endif
namespace ImGuizmo
{
// call inside your own window and before Manipulate() in order to draw gizmo to that window.
IMGUI_API void SetDrawlist();
// call BeginFrame right after ImGui_XXXX_NewFrame();
IMGUI_API void BeginFrame();
// return true if mouse cursor is over any gizmo control (axis, plan or screen component)
IMGUI_API bool IsOver();
// return true if mouse IsOver or if the gizmo is in moving state
IMGUI_API bool IsUsing();
// enable/disable the gizmo. Stay in the state until next call to Enable.
// gizmo is rendered with gray half transparent color when disabled
IMGUI_API void Enable(bool enable);
// helper functions for manualy editing translation/rotation/scale with an input float
// translation, rotation and scale float points to 3 floats each
// Angles are in degrees (more suitable for human editing)
// example:
// float matrixTranslation[3], matrixRotation[3], matrixScale[3];
// ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale);
// ImGui::InputFloat3("Tr", matrixTranslation, 3);
// ImGui::InputFloat3("Rt", matrixRotation, 3);
// ImGui::InputFloat3("Sc", matrixScale, 3);
// ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16);
//
// These functions have some numerical stability issues for now. Use with caution.
IMGUI_API void DecomposeMatrixToComponents(const float *matrix, float *translation, float *rotation, float *scale);
IMGUI_API void RecomposeMatrixFromComponents(const float *translation, const float *rotation, const float *scale, float *matrix);
IMGUI_API void SetRect(float x, float y, float width, float height);
// Render a cube with face color corresponding to face normal. Usefull for debug/tests
IMGUI_API void DrawCube(const float *view, const float *projection, float *matrix);
// call it when you want a gizmo
// Needs view and projection matrices.
// matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional
// translation is applied in world space
enum OPERATION
{
TRANSLATE,
ROTATE,
SCALE
};
enum MODE
{
LOCAL,
WORLD
};
IMGUI_API void Manipulate(const float *view, const float *projection, OPERATION operation, MODE mode, float *matrix, float *deltaMatrix = 0, float *snap = 0, float *localBounds = NULL, float *boundsSnap = NULL);
};