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add imguizmo 1.83 and integrate for movement of instances
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3rdParty/imguizmo/ImGuizmo.cpp
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2730
3rdParty/imguizmo/ImGuizmo.cpp
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3rdParty/imguizmo/ImGuizmo.h
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3rdParty/imguizmo/ImGuizmo.h
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// https://github.com/CedricGuillemet/ImGuizmo
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// v 1.83
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//
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// The MIT License(MIT)
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//
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// Copyright(c) 2021 Cedric Guillemet
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -------------------------------------------------------------------------------------------
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// History :
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// 2019/11/03 View gizmo
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// 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.
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// 2016/09/09 Hatched negative axis. Snapping. Documentation update.
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// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved
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// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results.
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// 2016/08/31 First version
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//
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// -------------------------------------------------------------------------------------------
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// Future (no order):
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//
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// - Multi view
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// - display rotation/translation/scale infos in local/world space and not only local
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// - finish local/world matrix application
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// - OPERATION as bitmask
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//
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// -------------------------------------------------------------------------------------------
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// Example
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#if 0
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void EditTransform(const Camera& camera, matrix_t& matrix)
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{
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static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
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static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
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if (ImGui::IsKeyPressed(90))
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mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
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if (ImGui::IsKeyPressed(69))
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mCurrentGizmoOperation = ImGuizmo::ROTATE;
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if (ImGui::IsKeyPressed(82)) // r Key
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mCurrentGizmoOperation = ImGuizmo::SCALE;
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if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
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mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
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ImGui::SameLine();
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if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
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mCurrentGizmoOperation = ImGuizmo::ROTATE;
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ImGui::SameLine();
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if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
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mCurrentGizmoOperation = ImGuizmo::SCALE;
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float matrixTranslation[3], matrixRotation[3], matrixScale[3];
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ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale);
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ImGui::InputFloat3("Tr", matrixTranslation, 3);
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ImGui::InputFloat3("Rt", matrixRotation, 3);
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ImGui::InputFloat3("Sc", matrixScale, 3);
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ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16);
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if (mCurrentGizmoOperation != ImGuizmo::SCALE)
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{
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if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
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mCurrentGizmoMode = ImGuizmo::LOCAL;
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ImGui::SameLine();
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if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD))
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mCurrentGizmoMode = ImGuizmo::WORLD;
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}
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static bool useSnap(false);
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if (ImGui::IsKeyPressed(83))
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useSnap = !useSnap;
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ImGui::Checkbox("", &useSnap);
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ImGui::SameLine();
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vec_t snap;
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switch (mCurrentGizmoOperation)
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{
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case ImGuizmo::TRANSLATE:
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snap = config.mSnapTranslation;
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ImGui::InputFloat3("Snap", &snap.x);
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break;
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case ImGuizmo::ROTATE:
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snap = config.mSnapRotation;
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ImGui::InputFloat("Angle Snap", &snap.x);
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break;
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case ImGuizmo::SCALE:
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snap = config.mSnapScale;
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ImGui::InputFloat("Scale Snap", &snap.x);
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break;
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}
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ImGuiIO& io = ImGui::GetIO();
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ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
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ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL);
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}
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#endif
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#pragma once
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#ifdef USE_IMGUI_API
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#include "imconfig.h"
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#endif
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#ifndef IMGUI_API
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#define IMGUI_API
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#endif
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namespace ImGuizmo
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{
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// call inside your own window and before Manipulate() in order to draw gizmo to that window.
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// Or pass a specific ImDrawList to draw to (e.g. ImGui::GetForegroundDrawList()).
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IMGUI_API void SetDrawlist(ImDrawList* drawlist = nullptr);
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// call BeginFrame right after ImGui_XXXX_NewFrame();
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IMGUI_API void BeginFrame();
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// this is necessary because when imguizmo is compiled into a dll, and imgui into another
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// globals are not shared between them.
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// More details at https://stackoverflow.com/questions/19373061/what-happens-to-global-and-static-variables-in-a-shared-library-when-it-is-dynam
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// expose method to set imgui context
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IMGUI_API void SetImGuiContext(ImGuiContext* ctx);
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// return true if mouse cursor is over any gizmo control (axis, plan or screen component)
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IMGUI_API bool IsOver();
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// return true if mouse IsOver or if the gizmo is in moving state
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IMGUI_API bool IsUsing();
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// enable/disable the gizmo. Stay in the state until next call to Enable.
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// gizmo is rendered with gray half transparent color when disabled
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IMGUI_API void Enable(bool enable);
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// helper functions for manualy editing translation/rotation/scale with an input float
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// translation, rotation and scale float points to 3 floats each
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// Angles are in degrees (more suitable for human editing)
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// example:
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// float matrixTranslation[3], matrixRotation[3], matrixScale[3];
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// ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale);
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// ImGui::InputFloat3("Tr", matrixTranslation, 3);
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// ImGui::InputFloat3("Rt", matrixRotation, 3);
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// ImGui::InputFloat3("Sc", matrixScale, 3);
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// ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16);
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//
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// These functions have some numerical stability issues for now. Use with caution.
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IMGUI_API void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale);
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IMGUI_API void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix);
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IMGUI_API void SetRect(float x, float y, float width, float height);
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// default is false
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IMGUI_API void SetOrthographic(bool isOrthographic);
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// Render a cube with face color corresponding to face normal. Usefull for debug/tests
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IMGUI_API void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount);
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IMGUI_API void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize);
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// call it when you want a gizmo
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// Needs view and projection matrices.
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// matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional
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// translation is applied in world space
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enum OPERATION
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{
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TRANSLATE_X = (1u << 0),
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TRANSLATE_Y = (1u << 1),
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TRANSLATE_Z = (1u << 2),
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ROTATE_X = (1u << 3),
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ROTATE_Y = (1u << 4),
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ROTATE_Z = (1u << 5),
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ROTATE_SCREEN = (1u << 6),
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SCALE_X = (1u << 7),
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SCALE_Y = (1u << 8),
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SCALE_Z = (1u << 9),
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BOUNDS = (1u << 10),
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TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z,
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ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN,
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SCALE = SCALE_X | SCALE_Y | SCALE_Z
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};
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inline OPERATION operator|(OPERATION lhs, OPERATION rhs)
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{
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return static_cast<OPERATION>(static_cast<int>(lhs) | static_cast<int>(rhs));
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}
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enum MODE
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{
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LOCAL,
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WORLD
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};
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IMGUI_API bool Manipulate(const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix = NULL, const float* snap = NULL, const float* localBounds = NULL, const float* boundsSnap = NULL);
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//
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// Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en
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// It seems to be a defensive patent in the US. I don't think it will bring troubles using it as
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// other software are using the same mechanics. But just in case, you are now warned!
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//
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IMGUI_API void ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
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IMGUI_API void SetID(int id);
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// return true if the cursor is over the operation's gizmo
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IMGUI_API bool IsOver(OPERATION op);
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IMGUI_API void SetGizmoSizeClipSpace(float value);
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// Allow axis to flip
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// When true (default), the guizmo axis flip for better visibility
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// When false, they always stay along the positive world/local axis
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IMGUI_API void AllowAxisFlip(bool value);
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}
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@ -188,6 +188,10 @@ if (ENABLE_IMGUI)
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3rdParty/imgui/backends/imgui_impl_win32.cpp)
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endif()
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include_directories(3rdParty/imguizmo)
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target_sources(dxhr PRIVATE
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3rdParty/imguizmo/ImGuizmo.cpp)
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# clang-cl doesn't find _mm_set_ss
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add_compile_definitions(
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IMGUI_DISABLE_SSE=1)
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#include "cdcSound/SoundPlex.h"
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#include "cdcWorld/Inspector.h"
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#include "cdcWorld/Instance.h"
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#include "cdcWorld/InstanceDrawable.h"
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#include "cdcWorld/InstanceManager.h"
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#include "cdcWorld/RMIDrawableBase.h"
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#include "cdcWorld/stream.h" // for buildUnitsUI
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@ -104,6 +105,7 @@ extern HCURSOR ImGui_ImplWin32_Arrow;
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#include "imgui/backends/imgui_impl_sdl.h"
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#endif
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#include "rendering/Inspector.h"
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#include "ImGuizmo.h"
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#endif
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#ifdef __linux__
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@ -638,6 +640,7 @@ int spinnyCube(HWND window,
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ImGui_ImplSDL2_NewFrame();
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#endif
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ImGui::NewFrame();
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ImGuizmo::BeginFrame();
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if (ImGui::IsKeyPressed(ImGuiKey_Escape)) {
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mouseLook = false;
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@ -1497,6 +1500,18 @@ int spinnyCube(HWND window,
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uiact.select((cdc::ScriptType*)nullptr);
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}
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if (uiact.selectedInstance) {
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ImGuiIO& io = ImGui::GetIO();
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ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
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ImGuizmo::Manipulate(
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(float*)viewMatrix.m,
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(float*)scene->projectMatrix.m,
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ImGuizmo::TRANSLATE,
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ImGuizmo::WORLD,
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(float*)uiact.selectedInstance->GetTransformComponent().m_matrix[0].m);
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if (auto *instanceDrawable = uiact.selectedInstance->instanceDrawable)
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static_cast<cdc::InstanceDrawable*>(instanceDrawable)->AddToDirtyList();
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bool showWindow = true;
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ImGui::Begin("Instance", &showWindow);
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buildUI(uiact, uiact.selectedInstance);
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