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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 03:09:18 +02:00

ImGuizmo System OpenGL

This commit is contained in:
2026-06-17 01:19:59 +02:00
parent 3bed2212d7
commit 5a39ed5193
10 changed files with 3206 additions and 99 deletions

View File

@@ -25,7 +25,10 @@ http://mozilla.org/MPL/2.0/.
#include "imgui/imgui.h"
#include "imgui/ImGuizmo.h"
#include "utilities/Logs.h"
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <cmath>
#include <functional>
#include <vector>
@@ -106,13 +109,13 @@ void editor_mode::start_focus(scene::basic_node *node, double duration)
m_focus_duration = duration;
m_focus_start_pos = Camera.Pos;
m_focus_start_lookat = Camera.LookAt;
m_focus_start_angle = Camera.LookAt;
m_focus_target_lookat = node->location();
m_focus_target_pos = node->location();
glm::dvec3 dir = m_focus_start_pos - m_focus_start_lookat;
glm::dvec3 dir = m_focus_target_pos - m_focus_start_pos;
double dist = glm::length(dir);
m_focus_target_pos = m_focus_target_lookat + glm::dvec3(10.0, 3.0, 10.0);
m_focus_target_angle = m_focus_target_pos + glm::dvec3(10.0, 3.0, 10.0);
}
void editor_mode::handle_brush_mouse_hold(int Action, int Button)
@@ -212,10 +215,12 @@ void editor_mode::push_snapshot(scene::basic_node *node, EditorSnapshot::Action
if (auto *model = dynamic_cast<TAnimModel *>(node))
{
snap.rotation = model->Angles();
snap.scale = model->Scale();
}
else
{
snap.rotation = glm::vec3(0.0f);
snap.scale = glm::vec3(1.0f);
}
if (Action == EditorSnapshot::Action::Delete || Action == EditorSnapshot::Action::Add)
@@ -301,7 +306,10 @@ void editor_mode::undo_last()
current.node_ptr = target;
current.position = target->location();
if (auto *model = dynamic_cast<TAnimModel *>(target))
{
current.rotation = model->Angles();
current.scale = model->Scale();
}
else
current.rotation = glm::vec3(0.0f);
g_redo.push_back(std::move(current));
@@ -328,6 +336,7 @@ void editor_mode::undo_last()
glm::vec3 cur = model->Angles();
glm::vec3 delta = snap.rotation - cur;
m_editor.rotate(target, delta, 0);
model->Scale(snap.scale);
}
m_node = target;
@@ -379,7 +388,10 @@ void editor_mode::redo_last()
{
hist.position = target->location();
if (auto *model = dynamic_cast<TAnimModel *>(target))
{
hist.rotation = model->Angles();
hist.scale = model->Scale();
}
hist.uuid = snap.uuid;
}
m_history.push_back(std::move(hist));
@@ -391,6 +403,7 @@ void editor_mode::redo_last()
{
created->location(snap.position);
created->Angles(snap.rotation);
created->Scale(snap.scale);
m_node = created;
m_node->uuid = snap.uuid;
ui()->set_node(m_node);
@@ -410,6 +423,7 @@ void editor_mode::redo_last()
glm::vec3 cur = model->Angles();
glm::vec3 delta = snap.rotation - cur;
m_editor.rotate(target, delta, 0);
model->Scale(snap.scale);
}
m_node = target;
@@ -467,6 +481,9 @@ bool editor_mode::update()
simulation::is_ready = true;
// --- ImGuizmo: in-viewport transform gizmo for the selected node ---
render_gizmo();
// --- ImGui: Editor Settings & History windows ---
if(m_settings_open)
render_settings();
@@ -494,9 +511,144 @@ void editor_mode::render_settings()
EditorSettings.save();
}
ImGui::Separator();
ImGui::Checkbox("Transform gizmo (ImGuizmo)", &m_gizmo_enabled);
ImGui::End();
}
void editor_mode::render_gizmo()
{
if (!m_gizmo_enabled)
{
m_gizmo_using = false;
return;
}
// compact control window: lets the user pick the transform mode without keyboard shortcuts
ImGui::Begin("Gizmo", nullptr, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing);
int op = static_cast<int>(m_gizmo_op);
ImGui::RadioButton("Translate (Q)", &op, static_cast<int>(gizmo_operation::translate));
ImGui::SameLine();
ImGui::RadioButton("Rotate (W)", &op, static_cast<int>(gizmo_operation::rotate));
ImGui::SameLine();
ImGui::RadioButton("Scale (E)", &op, static_cast<int>(gizmo_operation::scale));
m_gizmo_op = static_cast<gizmo_operation>(op);
if (m_gizmo_op != gizmo_operation::scale) // ImGuizmo always scales in local space
ImGui::Checkbox("Local space (R)", &m_gizmo_local);
if (m_gizmo_op == gizmo_operation::translate)
{
ImGui::SetNextItemWidth(120.0f);
ImGui::InputFloat("Snap (hold Ctrl)", &m_gizmo_snap);
if (m_gizmo_snap < 0.0f)
m_gizmo_snap = 0.0f;
}
if (!m_node)
ImGui::TextDisabled("No node selected");
ImGui::End();
if (!m_node)
{
m_gizmo_using = false;
return;
}
ImGuizmo::BeginFrame();
ImGuizmo::SetOrthographic(false);
ImGuiIO const &io = ImGui::GetIO();
ImGuizmo::SetRect(0.0f, 0.0f, io.DisplaySize.x, io.DisplaySize.y);
// the view matrix comes from the most recent color pass and is camera-relative
// (rotation only), so the gizmo is positioned relative to the camera as well.
glm::mat4 const view = GfxRenderer->Camera_View_Matrix();
glm::dvec3 const camerapos = GfxRenderer->Camera_Position();
// the engine's own projection bakes in reverse-Z (and screen orientation), which ImGuizmo
// doesn't expect; rebuild a clean, standard perspective that matches the rendered view.
// for the main viewport the engine uses a symmetric frustum with this exact fov/aspect.
float const fovy = glm::radians(Global.FieldOfView / Global.ZoomFactor);
float const aspect = (io.DisplaySize.y > 0.0f) ? (io.DisplaySize.x / io.DisplaySize.y) : 1.0f;
glm::mat4 const projection = glm::perspective(fovy, aspect, 0.1f, 10000.0f);
// rotation/scale are only meaningful for instanced models; other node types translate only
TAnimModel *model = dynamic_cast<TAnimModel *>(m_node);
glm::vec3 const relativepos = glm::vec3(m_node->location() - camerapos);
glm::vec3 const angles = model ? model->Angles() : glm::vec3(0.0f);
glm::vec3 const scalevec = model ? model->Scale() : glm::vec3(1.0f);
// build the gizmo model matrix from the node's current translation + rotation + scale
float const translation[3] = {relativepos.x, relativepos.y, relativepos.z};
float const rotation[3] = {angles.x, angles.y, angles.z};
float const scale[3] = {scalevec.x, scalevec.y, scalevec.z};
glm::mat4 matrix(1.0f);
ImGuizmo::RecomposeMatrixFromComponents(translation, rotation, scale, glm::value_ptr(matrix));
// map the editor's transform mode onto ImGuizmo; fall back to translate for non-models
ImGuizmo::OPERATION operation = ImGuizmo::TRANSLATE;
EditorSnapshot::Action action = EditorSnapshot::Action::Move;
if (model && m_gizmo_op == gizmo_operation::rotate)
{
operation = ImGuizmo::ROTATE;
action = EditorSnapshot::Action::Rotate;
}
else if (model && m_gizmo_op == gizmo_operation::scale)
{
operation = ImGuizmo::SCALE;
action = EditorSnapshot::Action::Scale;
}
ImGuizmo::MODE const mode = m_gizmo_local ? ImGuizmo::LOCAL : ImGuizmo::WORLD;
// optional snapping while Ctrl is held (metres / degrees / scale factor depending on mode)
glm::vec3 snapvalue(0.0f);
if (operation == ImGuizmo::TRANSLATE)
snapvalue = glm::vec3(m_gizmo_snap);
else if (operation == ImGuizmo::ROTATE)
snapvalue = glm::vec3(5.0f);
else
snapvalue = glm::vec3(0.1f);
float const *snap = (Global.ctrlState && snapvalue.x > 0.0f) ? glm::value_ptr(snapvalue) : nullptr;
ImGuizmo::Manipulate(glm::value_ptr(view), glm::value_ptr(projection),
operation, mode, glm::value_ptr(matrix), nullptr, snap);
if (ImGuizmo::IsUsing())
{
// record a single undo snapshot at the start of the drag
if (!m_gizmo_using)
{
push_snapshot(m_node, action);
m_gizmo_using = true;
}
float newtranslation[3], newrotation[3], newscale[3];
ImGuizmo::DecomposeMatrixToComponents(glm::value_ptr(matrix), newtranslation, newrotation, newscale);
if (operation == ImGuizmo::ROTATE && model)
{
// apply the rotation delta relative to the model's current orientation
glm::vec3 const newangles(newrotation[0], newrotation[1], newrotation[2]);
m_editor.rotate(model, newangles - model->Angles(), 0.0f);
}
else if (operation == ImGuizmo::SCALE && model)
{
model->Scale(glm::vec3(newscale[0], newscale[1], newscale[2]));
}
else
{
glm::dvec3 const newworldpos = camerapos + glm::dvec3(newtranslation[0], newtranslation[1], newtranslation[2]);
// pass Snaptoground == true so the gizmo's Y component is applied (free 3D move)
m_editor.translate(m_node, newworldpos, true);
}
}
else
{
m_gizmo_using = false;
}
}
void editor_mode::update_camera(double const Deltatime)
{
// account for keyboard-driven motion
@@ -510,7 +662,7 @@ void editor_mode::update_camera(double const Deltatime)
// smoothstep easing
double s = t * t * (3.0 - 2.0 * t);
Camera.Pos = glm::mix(m_focus_start_pos, m_focus_target_pos, s);
Camera.LookAt = glm::mix(m_focus_start_lookat, m_focus_target_lookat, s);
Camera.LookAt = glm::mix(m_focus_start_angle, m_focus_target_angle, s);
if (t >= 1.0)
m_focus_active = false;
}
@@ -561,6 +713,11 @@ void editor_mode::exit()
g_redo.clear();
m_history.clear();
// drop selection so a stale/dangling node pointer isn't used on the next editor session
m_node = nullptr;
m_gizmo_using = false;
ui()->set_node(nullptr);
Application.set_cursor((Global.ControlPicking ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED));
if (!Global.ControlPicking)
@@ -582,6 +739,25 @@ void editor_mode::on_key(int const Key, int const Scancode, int const Action, in
if (!anyModifier && m_userinterface->on_key(Key, Action))
return;
// gizmo transform shortcuts (Q/W/E/R) — only when the camera isn't being flown (RMB up).
// handled before the camera keyboard step because Q/W/E are also the fly-mode movement keys,
// which would otherwise consume them.
if (!anyModifier && is_press(Action)
&& m_input.mouse.button(GLFW_MOUSE_BUTTON_RIGHT) != GLFW_PRESS)
{
bool handled = true;
switch (Key)
{
case GLFW_KEY_Q: m_gizmo_op = gizmo_operation::translate; break;
case GLFW_KEY_W: m_gizmo_op = gizmo_operation::rotate; break;
case GLFW_KEY_E: m_gizmo_op = gizmo_operation::scale; break;
case GLFW_KEY_R: m_gizmo_local = !m_gizmo_local; break;
default: handled = false; break;
}
if (handled)
return;
}
// then internal input handling
if (m_input.keyboard.key(Key, Action))
return;
@@ -669,57 +845,9 @@ void editor_mode::on_key(int const Key, int const Scancode, int const Action, in
void editor_mode::on_cursor_pos(double const Horizontal, double const Vertical)
{
dvec2 const mousemove = dvec2{Horizontal, Vertical} - m_input.mouse.position();
// object transforms are handled by the gizmo now; here we only forward the cursor to the
// mouse input, which rotates the camera while the right mouse button is held (panning mode)
m_input.mouse.position(Horizontal, Vertical);
if (m_input.mouse.button(GLFW_MOUSE_BUTTON_LEFT) == GLFW_RELEASE)
return;
if (!m_node)
return;
if (m_takesnapshot)
{
// record appropriate action type depending on current input mode
if (mode_rotationX() || mode_rotationY() || mode_rotationZ())
push_snapshot(m_node, EditorSnapshot::Action::Rotate);
else
push_snapshot(m_node, EditorSnapshot::Action::Move);
m_takesnapshot = false;
}
if (mode_translation())
{
if (mode_translation_vertical())
{
float const translation = static_cast<float>(mousemove.y * -0.01);
m_editor.translate(m_node, translation);
}
else
{
auto mouseOffset = clamp_mouse_offset_to_max(GfxRenderer->Mouse_Position());
auto const mouseworldposition = Camera.Pos + mouseOffset;
m_editor.translate(m_node, mouseworldposition, mode_snap());
}
}
else if (mode_rotationY())
{
vec3 const rotation{0.0f, static_cast<float>(mousemove.x) * 0.25f, 0.0f};
float const quantization = (mode_snap() ? 5.0f : 0.0f);
m_editor.rotate(m_node, rotation, quantization);
}
else if (mode_rotationZ())
{
vec3 const rotation{0.0f, 0.0f, static_cast<float>(mousemove.x) * 0.25f};
float const quantization = (mode_snap() ? 5.0f : 0.0f);
m_editor.rotate(m_node, rotation, quantization);
}
else if (mode_rotationX())
{
vec3 const rotation{static_cast<float>(mousemove.y) * 0.25f, 0.0f, 0.0f};
float const quantization = (mode_snap() ? 5.0f : 0.0f);
m_editor.rotate(m_node, rotation, quantization);
}
}
void editor_mode::on_mouse_button(int const Button, int const Action, int const Mods)
@@ -811,6 +939,11 @@ void editor_mode::on_mouse_button(int const Button, int const Action, int const
m_dragging = false;
}
}
else if (Button == GLFW_MOUSE_BUTTON_RIGHT)
{
// game-engine style look: hide & grab the cursor while flying, restore it on release
Application.set_cursor(is_press(Action) ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_NORMAL);
}
m_input.mouse.button(Button, Action);
}
@@ -852,7 +985,8 @@ void editor_mode::render_change_history(){
(s.action == EditorSnapshot::Action::Add) ? "ADD" :
(s.action == EditorSnapshot::Action::Delete) ? "DEL" :
(s.action == EditorSnapshot::Action::Move) ? "MOV" :
(s.action == EditorSnapshot::Action::Rotate) ? "ROT" : "OTH",
(s.action == EditorSnapshot::Action::Rotate) ? "ROT" :
(s.action == EditorSnapshot::Action::Scale) ? "SCA" : "OTH",
s.node_name.empty() ? "(noname)" : s.node_name.c_str(),
s.position.x, s.position.y, s.position.z);
@@ -889,7 +1023,20 @@ void editor_mode::render_change_history(){
void editor_mode::on_event_poll()
{
m_input.poll();
// game-engine style camera: WSAD/EQ only fly the camera while the right mouse button is held.
// when it's released the keyboard is free for gizmo shortcuts, and we flush a zero-movement
// command once so the camera doesn't keep coasting on the last velocity it was given.
bool const flying = (m_input.mouse.button(GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
if (flying)
{
m_input.poll();
}
else if (m_camera_flying)
{
m_camera_relay.post(user_command::movehorizontal, 0.0, 0.0, GLFW_PRESS, 0);
m_camera_relay.post(user_command::movevertical, 0.0, 0.0, GLFW_PRESS, 0);
}
m_camera_flying = flying;
}
bool editor_mode::is_command_processor() const
@@ -897,36 +1044,6 @@ bool editor_mode::is_command_processor() const
return false;
}
bool editor_mode::mode_translation() const
{
return (false == Global.altState);
}
bool editor_mode::mode_translation_vertical() const
{
return (true == Global.shiftState);
}
bool editor_mode::mode_rotationY() const
{
return ((true == Global.altState) && (false == Global.ctrlState) && (false == Global.shiftState));
}
bool editor_mode::mode_rotationX() const
{
return ((true == Global.altState) && (true == Global.ctrlState) && (false == Global.shiftState));
}
bool editor_mode::mode_rotationZ() const
{
return ((true == Global.altState) && (true == Global.ctrlState) && (true == Global.shiftState));
}
bool editor_mode::mode_snap() const
{
return ((false == Global.altState) && (true == Global.ctrlState) && (false == Global.shiftState));
}
bool editor_mode::focus_active()
{
return m_focus_active;