193 lines
6.3 KiB
Markdown
193 lines
6.3 KiB
Markdown
# ImGuizmo
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Latest stable tagged version is 1.83. Current master version is 1.84 WIP.
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What started with the gizmo is now a collection of dear imgui widgets and more advanced controls.
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## Guizmos
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### ImViewGizmo
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Manipulate view orientation with 1 single line of code
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![Image of ImViewGizmo](http://i.imgur.com/7UVcyDd.gif)
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### ImGuizmo
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ImGizmo is a small (.h and .cpp) library built ontop of Dear ImGui that allow you to manipulate(Rotate & translate at the moment) 4x4 float matrices. No other dependancies. Coded with Immediate Mode (IM) philosophy in mind.
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Built against DearImgui 1.53WIP
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![Image of Rotation](http://i.imgur.com/y4mcVoT.gif)
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![Image of Translation](http://i.imgur.com/o8q8iHq.gif)
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![Image of Bounds](http://i.imgur.com/3Ez5LBr.gif)
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There is now a sample for Win32/OpenGL ! With a binary in bin directory.
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![Image of Sample](https://i.imgur.com/nXlzyqD.png)
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### ImSequencer
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A WIP little sequencer used to edit frame start/end for different events in a timeline.
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![Image of Rotation](http://i.imgur.com/BeyNwCn.png)
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Check the sample for the documentation. More to come...
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### Graph Editor
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Nodes + connections. Custom draw inside nodes is possible with the delegate system in place.
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![Image of GraphEditor](Images/nodeeditor.jpg)
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### API doc
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Call BeginFrame right after ImGui_XXXX_NewFrame();
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```C++
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void BeginFrame();
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```
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return true if mouse cursor is over any gizmo control (axis, plan or screen component)
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```C++
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bool IsOver();**
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```
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return true if mouse IsOver or if the gizmo is in moving state
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```C++
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bool IsUsing();**
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```
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enable/disable the gizmo. Stay in the state until next call to Enable. gizmo is rendered with gray half transparent color when disabled
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```C++
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void Enable(bool enable);**
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```
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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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```C++
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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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```C++
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void DecomposeMatrixToComponents(const float *matrix, float *translation, float *rotation, float *scale);
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void RecomposeMatrixFromComponents(const float *translation, const float *rotation, const float *scale, float *matrix);**
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```
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Render a cube with face color corresponding to face normal. Usefull for debug/test
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```C++
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void DrawCube(const float *view, const float *projection, float *matrix);**
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```
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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. snap points to a float[3] for translation and to a single float for scale or rotation. Snap angle is in Euler Degrees.
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```C++
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enum OPERATION
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{
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TRANSLATE,
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ROTATE,
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SCALE
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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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void Manipulate(const float *view, const float *projection, OPERATION operation, MODE mode, float *matrix, float *deltaMatrix = 0, float *snap = 0);**
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```
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### ImGui Example
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Code for :
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![Image of dialog](http://i.imgur.com/GL5flN1.png)
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```C++
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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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```
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## Install
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ImGuizmo can be installed via [vcpkg](https://github.com/microsoft/vcpkg) and used cmake
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```bash
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vcpkg install vcpkg
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```
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See the [vcpkg example](/vcpkg-example) for more details
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## License
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ImGuizmo is licensed under the MIT License, see [LICENSE](/LICENSE) for more information.
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