// https://github.com/CedricGuillemet/ImGuizmo // v 1.0 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 : // 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results. // 2016/08/31 First version // // ------------------------------------------------------------------------------------------- // Example // // static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::TRANSLATE); // static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::LOCAL); // // // Maya shortcut keys // if (ImGui::IsKeyPressed(90)) // w Key // mCurrentGizmoOperation = ImGuizmo::TRANSLATE; // if (ImGui::IsKeyPressed(69)) // e Key // 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(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); // // if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL)) // mCurrentGizmoMode = ImGuizmo::LOCAL; // ImGui::SameLine(); // if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD)) // mCurrentGizmoMode = ImGuizmo::WORLD; // // ImGuizmo::Mogwai(gCurrentCamera->mView.m16, gCurrentCamera->mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, gizmoMatrix.m16); // #pragma once namespace ImGuizmo { // call BeginFrame right after ImGui_XXXX_NewFrame(); void BeginFrame(); // return true if mouse cursor is over any gizmo control (axis, plan or screen component) bool IsOver(); // return true if mouse IsOver or if the gizmo is in moving state 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 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. void DecomposeMatrixToComponents(const float *matrix, float *translation, float *rotation, float *scale); void RecomposeMatrixFromComponents(const float *translation, const float *rotation, const float *scale, float *matrix); // Render a cube with face color corresponding to face normal. Usefull for debug/tests 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 }; void Manipulate(const float *view, const float *projection, OPERATION operation, MODE mode, float *matrix, float *deltaMatrix = 0); };