// 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 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); void SetRect(float x, float y, float width, float height); // 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, float *snap = 0, float *localBounds = NULL, float *boundsSnap = NULL); };