Files
Destrum/destrum/src/Util/TransformGizmo.cpp
T

167 lines
4.9 KiB
C++

#include <destrum/Util/TransformGizmo.h>
#include <destrum/Graphics/Camera.h>
#include <destrum/ObjectModel/GameObject.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/matrix_decompose.hpp>
#include <imgui.h>
#include <ImGuizmo.h>
namespace {
ImGuizmo::OPERATION toImGuizmo(GizmoOperation operation)
{
switch (operation) {
case GizmoOperation::Rotate:
return ImGuizmo::ROTATE;
case GizmoOperation::Scale:
return ImGuizmo::SCALE;
case GizmoOperation::Translate:
break;
}
return ImGuizmo::TRANSLATE;
}
}
void TransformGizmo::HandleShortcuts()
{
if (ImGui::GetIO().WantTextInput || ImGuizmo::IsUsing()) {
return;
}
if (ImGui::IsKeyPressed(ImGuiKey_T, false)) {
operation = GizmoOperation::Translate;
}
if (ImGui::IsKeyPressed(ImGuiKey_R, false)) {
operation = GizmoOperation::Rotate;
}
if (ImGui::IsKeyPressed(ImGuiKey_Y, false)) {
operation = GizmoOperation::Scale;
}
if (ImGui::IsKeyPressed(ImGuiKey_L, false)) {
space = space == GizmoSpace::World ? GizmoSpace::Local : GizmoSpace::World;
}
}
void TransformGizmo::DrawToolbar()
{
if (!ImGui::Begin("Gizmo", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
ImGui::End();
return;
}
const auto operationButton = [this](const char* label, GizmoOperation buttonOperation) {
if (ImGui::RadioButton(label, operation == buttonOperation)) {
operation = buttonOperation;
}
};
operationButton("Move (T)", GizmoOperation::Translate);
ImGui::SameLine();
operationButton("Rotate (R)", GizmoOperation::Rotate);
ImGui::SameLine();
operationButton("Scale (Y)", GizmoOperation::Scale);
if (operation != GizmoOperation::Scale) {
bool local = space == GizmoSpace::Local;
if (ImGui::Checkbox("Local (L)", &local)) {
space = local ? GizmoSpace::Local : GizmoSpace::World;
}
ImGui::SameLine();
}
ImGui::Checkbox("Snap", &snap);
if (snap) {
ImGui::SetNextItemWidth(80.0f);
switch (operation) {
case GizmoOperation::Translate:
ImGui::DragFloat("Step", &translationSnap, 0.05f, 0.01f, 10.0f, "%.2f m");
break;
case GizmoOperation::Rotate:
ImGui::DragFloat("Step", &rotationSnapDegrees, 1.0f, 1.0f, 90.0f, "%.0f deg");
break;
case GizmoOperation::Scale:
ImGui::DragFloat("Step", &scaleSnap, 0.01f, 0.01f, 1.0f, "%.2f");
break;
}
}
ImGui::End();
}
bool TransformGizmo::Manipulate(GameObject& object, const Camera& camera)
{
ImGuizmo::BeginFrame();
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGuizmo::SetOrthographic(false);
ImGuizmo::SetRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y);
const glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = camera.GetProjectionMatrix();
// ImGuizmo expects OpenGL's y up clip space, the engine flips y for Vulkan
projection[1][1] *= -1.0f;
Transform& transform = object.GetTransform();
glm::mat4 worldMatrix = transform.GetWorldMatrix();
const float snapStep = operation == GizmoOperation::Translate ? translationSnap
: operation == GizmoOperation::Rotate ? rotationSnapDegrees
: scaleSnap;
const float snapValues[3] = {snapStep, snapStep, snapStep};
const ImGuizmo::MODE mode =
operation == GizmoOperation::Scale || space == GizmoSpace::Local ? ImGuizmo::LOCAL : ImGuizmo::WORLD;
const bool changed = ImGuizmo::Manipulate(
glm::value_ptr(view),
glm::value_ptr(projection),
toImGuizmo(operation),
mode,
glm::value_ptr(worldMatrix),
nullptr,
snap ? snapValues : nullptr);
// Stops the click on a handle from reaching the game, e.g. grabbing the mouse for first person
if (ImGuizmo::IsOver() || ImGuizmo::IsUsing()) {
ImGui::SetNextFrameWantCaptureMouse(true);
}
if (!changed) {
return false;
}
glm::vec3 position;
glm::quat rotation;
glm::vec3 scale;
glm::vec3 skew;
glm::vec4 perspective;
if (!glm::decompose(worldMatrix, scale, rotation, position, skew, perspective)) {
return false;
}
switch (operation) {
case GizmoOperation::Translate:
transform.SetWorldPosition(position);
break;
case GizmoOperation::Rotate:
transform.SetWorldRotation(rotation);
break;
case GizmoOperation::Scale:
transform.SetWorldScale(scale);
break;
}
object.RefreshPhysicsInHierarchy();
return true;
}
bool TransformGizmo::IsUsing() const
{
return ImGuizmo::IsUsing();
}
bool TransformGizmo::IsOver() const
{
return ImGuizmo::IsOver();
}