bgfx/3rdparty/ocornut-imgui/widgets/gizmo.h
Branimir Karadžić 7c95b30d4d Updated ImGuizmo.
2016-09-01 19:37:01 -07:00

124 lines
5.3 KiB
C++

// 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);
};