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Gizmo.go
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Gizmo.go
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package giu
import (
"image/color"
"github.com/AllenDang/cimgui-go/imgui"
"github.com/AllenDang/cimgui-go/imguizmo"
"github.com/AllenDang/cimgui-go/utils"
glm "github.com/gucio321/glm-go"
)
// GizmoOperation specifies the operation of Gizmo (used by manipulate).
type GizmoOperation int
// Possible Operations.
const (
OperationTranslateX GizmoOperation = GizmoOperation(imguizmo.TRANSLATEX)
OperationTranslateY GizmoOperation = GizmoOperation(imguizmo.TRANSLATEY)
OperationTranslateZ GizmoOperation = GizmoOperation(imguizmo.TRANSLATEZ)
OperationTranslate GizmoOperation = GizmoOperation(imguizmo.TRANSLATE)
OperationRotateX GizmoOperation = GizmoOperation(imguizmo.ROTATEX)
OperationRotateY GizmoOperation = GizmoOperation(imguizmo.ROTATEY)
OperationRotateZ GizmoOperation = GizmoOperation(imguizmo.ROTATEZ)
OperationRotate GizmoOperation = GizmoOperation(imguizmo.ROTATE)
OperationScaleX GizmoOperation = GizmoOperation(imguizmo.SCALEX)
OperationScaleY GizmoOperation = GizmoOperation(imguizmo.SCALEY)
OperationScaleZ GizmoOperation = GizmoOperation(imguizmo.SCALEZ)
OperationScale GizmoOperation = GizmoOperation(imguizmo.SCALE)
OperationScaleXU GizmoOperation = GizmoOperation(imguizmo.SCALEXU)
OperationScaleYU GizmoOperation = GizmoOperation(imguizmo.SCALEYU)
OperationScaleZU GizmoOperation = GizmoOperation(imguizmo.SCALEZU)
OperationScaleU GizmoOperation = GizmoOperation(imguizmo.SCALEU)
OperationBounds GizmoOperation = GizmoOperation(imguizmo.BOUNDS)
OperationRotateScreen GizmoOperation = GizmoOperation(imguizmo.ROTATESCREEN)
OperationUniversal GizmoOperation = GizmoOperation(imguizmo.UNIVERSAL)
)
// GizmoMode specifies the mode of Gizmo (used by manipulate).
type GizmoMode int
// values are not explained in source code.
const (
ModeLocal GizmoMode = GizmoMode(imguizmo.LOCAL)
ModeWorld GizmoMode = GizmoMode(imguizmo.WORLD)
)
// GizmoI should be implemented by every sub-element of GizmoWidget.
type GizmoI interface {
Gizmo(view *ViewMatrix, projection *ProjectionMatrix)
}
var _ Widget = &GizmoWidget{}
// GizmoWidget implements ImGuizmo features.
// It is designed just like PlotWidget.
// This structure provides an "area" where you can put Gizmos (see (*GizmoWidget).Gizmos).
// If you want to have more understanding about what is going on here, read this:
// https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/ (DISCLAIMER: giu authors are not responsible if you go mad or something!)
type GizmoWidget struct {
gizmos []GizmoI
view *ViewMatrix
projection *ProjectionMatrix
id ID
disabled bool
orthographic bool
}
// Gizmo creates a new GizmoWidget.
func Gizmo(view *ViewMatrix, projection *ProjectionMatrix) *GizmoWidget {
return &GizmoWidget{
gizmos: []GizmoI{},
view: view,
projection: projection,
id: GenAutoID("gizmo"),
disabled: false,
orthographic: false,
}
}
// ID sets the ID of the GizmoWidget. (useful if you use multiple gizmo widgets. It is set by AutoID anyway).
func (g *GizmoWidget) ID(id ID) *GizmoWidget {
g.id = id
return g
}
// Disabled sets GizmoWidget's disabled state.
func (g *GizmoWidget) Disabled(b bool) *GizmoWidget {
g.disabled = b
return g
}
// Orthographic sets the projection matrix to orthographic.
func (g *GizmoWidget) Orthographic(b bool) *GizmoWidget {
g.orthographic = b
return g
}
// Gizmos adds GizmoI elements to the GizmoWidget area.
func (g *GizmoWidget) Gizmos(gizmos ...GizmoI) *GizmoWidget {
g.gizmos = append(g.gizmos, gizmos...)
return g
}
// build is a local build function.
// Just to separate Global() and Build() methods.
func (g *GizmoWidget) build() {
imguizmo.PushIDStr(string(g.id))
imguizmo.Enable(!g.disabled)
imguizmo.SetOrthographic(g.orthographic)
for _, gizmo := range g.gizmos {
gizmo.Gizmo(g.view, g.projection)
}
imguizmo.PopID()
}
// Build implements Widget interface.
func (g *GizmoWidget) Build() {
imguizmo.SetDrawlist()
displaySize := imgui.ContentRegionAvail()
pos0 := imgui.CursorScreenPos()
imguizmo.SetRect(pos0.X, pos0.Y, displaySize.X, displaySize.Y)
g.build()
}
// Global works like Build() but does not attach the gizmo to the current window.
func (g *GizmoWidget) Global() {
displaySize := imgui.CurrentIO().DisplaySize()
pos0 := imgui.MainViewport().Pos()
imguizmo.SetRect(pos0.X, pos0.Y, displaySize.X, displaySize.Y)
g.build()
}
// [Gizmos]
var _ GizmoI = &GridGizmo{}
// GridGizmo draws a grid in the gizmo area.
type GridGizmo struct {
// default to Identity
matrix *ViewMatrix
thickness float32
}
// Grid creates a new GridGizmo.
func Grid() *GridGizmo {
return &GridGizmo{
matrix: IdentityMatrix(),
thickness: 10,
}
}
// Thickness sets a thickness of grid lines.
func (g *GridGizmo) Thickness(t float32) *GridGizmo {
g.thickness = t
return g
}
// Matrix allows to set grid matrix. Default to IdentityMatrix.
func (g *GridGizmo) Matrix(matrix *ViewMatrix) *GridGizmo {
g.matrix = matrix
return g
}
// Gizmo implements GizmoI interface.
func (g *GridGizmo) Gizmo(view *ViewMatrix, projection *ProjectionMatrix) {
imguizmo.DrawGrid(
view.getMatrix(),
projection.getMatrix(),
g.matrix.getMatrix(),
g.thickness,
)
}
var _ GizmoI = &CubeGizmo{}
// CubeGizmo draws a 3D cube in the gizmo area.
// View and Projection matrices are provided by GizmoWidget.
type CubeGizmo struct {
matrix *ViewMatrix
manipulate bool
}
// Cube creates a new CubeGizmo.
func Cube(matrix *ViewMatrix) *CubeGizmo {
return &CubeGizmo{
matrix: matrix,
}
}
// Manipulate adds ManipulateGizmo to the CubeGizmo.
func (c *CubeGizmo) Manipulate() *CubeGizmo {
c.manipulate = true
return c
}
// Gizmo implements GizmoI interface.
func (c *CubeGizmo) Gizmo(view *ViewMatrix, projection *ProjectionMatrix) {
imguizmo.DrawCubes(
view.getMatrix(),
projection.getMatrix(),
c.matrix.getMatrix(),
1,
)
if c.manipulate {
Manipulate(c.matrix).Gizmo(view, projection)
}
}
var _ GizmoI = &ManipulateGizmo{}
// ManipulateGizmo is a gizmo that allows you to "visually manipulate a matrix".
// It can be attached to another Gizmo (e.g. CubeGizmo) and will allow to move/rotate/scale it.
// See (*CubeGizmo).Manipulate() method.
type ManipulateGizmo struct {
matrix *ViewMatrix
operation GizmoOperation
mode GizmoMode
}
// Manipulate creates a new ManipulateGizmo.
func Manipulate(matrix *ViewMatrix) *ManipulateGizmo {
return &ManipulateGizmo{
matrix: matrix,
mode: GizmoMode(imguizmo.LOCAL),
operation: GizmoOperation(imguizmo.TRANSLATE),
}
}
// Gizmo implements GizmoI interface.
func (m *ManipulateGizmo) Gizmo(view *ViewMatrix, projection *ProjectionMatrix) {
imguizmo.ManipulateV(
view.getMatrix(),
projection.getMatrix(),
imguizmo.OPERATION(m.operation),
imguizmo.MODE(m.mode),
m.matrix.getMatrix(),
nil, // this is deltaMatrix (Can't see usecase for now)
nil, // snap idk what is this
nil, // localBounds idk what is this
nil) // boundsSnap idk what is this
}
var _ GizmoI = &ViewManipulateGizmo{}
// ViewManipulateGizmo is a gizmo that allows you to manipulate world rotation visualy.
type ViewManipulateGizmo struct {
position imgui.Vec2
size imgui.Vec2
color uint32
}
// ViewManipulate creates a new ViewManipulateGizmo.
func ViewManipulate() *ViewManipulateGizmo {
return &ViewManipulateGizmo{
position: imgui.Vec2{X: 128, Y: 128},
size: imgui.Vec2{X: 128, Y: 128},
}
}
// Position sets the position of the gizmo.
func (v *ViewManipulateGizmo) Position(x, y float32) *ViewManipulateGizmo {
v.position = imgui.Vec2{X: x, Y: y}
return v
}
// Size sets the size of the gizmo.
func (v *ViewManipulateGizmo) Size(x, y float32) *ViewManipulateGizmo {
v.size = imgui.Vec2{X: x, Y: y}
return v
}
// Color sets the color of the gizmo.
func (v *ViewManipulateGizmo) Color(c color.Color) *ViewManipulateGizmo {
v.color = ColorToUint(c)
return v
}
// Gizmo implements GizmoI interface.
func (v *ViewManipulateGizmo) Gizmo(view *ViewMatrix, _ *ProjectionMatrix) {
imguizmo.ViewManipulateFloat(
view.getMatrix(),
1,
v.position,
v.size,
v.color,
)
}
// [Gizmo helpers]
// ViewMatrix allows to generate a "view" matrix:
// - position
// - rotation
// - scale
// NOTE: You are supposed to allocate this with NewViewMatrix (do not use zero value)!!!
type ViewMatrix struct {
transform []float32 // supposed len is 3
rotation []float32 // supposed len is 3
scale []float32 // supposed len is 3
matrix []float32 // supposed len is 16
dirty bool
}
// NewViewMatrix creates a new ViewMatrix.
func NewViewMatrix() *ViewMatrix {
return &ViewMatrix{
transform: make([]float32, 3),
rotation: make([]float32, 3),
scale: make([]float32, 3),
matrix: make([]float32, 16),
dirty: true,
}
}
// IdentityMatrix creates a new ViewMatrix with identity matrix.
func IdentityMatrix() *ViewMatrix {
r := NewViewMatrix()
r.matrix = []float32{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
}
r.decompile()
r.dirty = false
return r
}
// Transform sets the position of the matrix.
func (m *ViewMatrix) Transform(x, y, z float32) *ViewMatrix {
m.transform[0] = x
m.transform[1] = y
m.transform[2] = z
m.dirty = true
return m
}
// Rotation sets the rotation of the matrix.
func (m *ViewMatrix) Rotation(x, y, z float32) *ViewMatrix {
m.rotation[0] = x
m.rotation[1] = y
m.rotation[2] = z
m.dirty = true
return m
}
// Scale sets the scale of the matrix.
func (m *ViewMatrix) Scale(x, y, z float32) *ViewMatrix {
m.scale[0] = x
m.scale[1] = y
m.scale[2] = z
m.dirty = true
return m
}
// SetMatrix allows you to set the matrix directly.
// NOTE: f is supposed to be 16 elements long.
// NOTE: it is not recommended - use components functions.
func (m *ViewMatrix) SetMatrix(f []float32) *ViewMatrix {
m.matrix = f
m.decompile()
m.dirty = false
return m
}
// Copy copies returns a copy of the matrix.
// Useful e.g. in exaples/ to duplicate the matrix.
func (m *ViewMatrix) Copy() *ViewMatrix {
return NewViewMatrix().
Transform(m.transform[0], m.transform[1], m.transform[2]).
Rotation(m.rotation[0], m.rotation[1], m.rotation[2]).
Scale(m.scale[0], m.scale[1], m.scale[2])
}
// Compile updates m.matrix
// NOTE: this supposes matrix was allocated correctly!
func (m *ViewMatrix) compile() {
imguizmo.RecomposeMatrixFromComponents(
utils.SliceToPtr(m.transform),
utils.SliceToPtr(m.rotation),
utils.SliceToPtr(m.scale),
utils.SliceToPtr(m.matrix),
)
m.dirty = false
}
// decompile updates m.transform, m.rotation, m.scale from m.matrix.
func (m *ViewMatrix) decompile() {
imguizmo.DecomposeMatrixToComponents(
utils.SliceToPtr(m.matrix),
utils.SliceToPtr(m.transform),
utils.SliceToPtr(m.rotation),
utils.SliceToPtr(m.scale),
)
}
// matrix returns current matrix compatible with ImGuizmo (pointer to 4x4m).
// It recompiles as necessary.
func (m *ViewMatrix) getMatrix() *float32 {
if m.dirty {
m.compile()
}
return utils.SliceToPtr(m.matrix)
}
// MatrixSlice returns ViewMatrix as a slice (for debugging purposes).
func (m *ViewMatrix) MatrixSlice() []float32 {
if m.dirty {
m.compile()
}
return m.matrix
}
// ProjectionMatrix represents a matrix for Gizmo projection.
// ref: https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/#the-projection-matrix
type ProjectionMatrix struct {
// The vertical Field of View, in radians: the amount of "zoom". Think "camera lens". Usually between 90° (extra wide) and 30° (quite zoomed in)
// This value is in radians! See Deg2Rad.
fov float32
// Aspect Ratio. Depends on the size of your window. Notice that 4/3 == 800/600 == 1280/960, sounds familiar?
aspect float32
// Near clipping plane. Keep as big as possible, or you'll get precision issues.
nearClipping float32
// Far clipping plane. Keep as little as possible.
farClipping float32
dirty bool
matrix []float32
}
// NewProjectionMatrix creates a new ProjectionMatrix.
func NewProjectionMatrix() *ProjectionMatrix {
return &ProjectionMatrix{
fov: Deg2Rad(45),
aspect: 3.0 / 4.0,
nearClipping: 0.1,
farClipping: 100.0,
dirty: true,
matrix: make([]float32, 16),
}
}
// FOV sets the Field of View.
func (p *ProjectionMatrix) FOV(fov float32) *ProjectionMatrix {
p.fov = fov
p.dirty = true
return p
}
// Aspect sets the Aspect Ratio.
func (p *ProjectionMatrix) Aspect(aspect float32) *ProjectionMatrix {
p.aspect = aspect
p.dirty = true
return p
}
// NearClipping sets the Near Clipping plane.
func (p *ProjectionMatrix) NearClipping(near float32) *ProjectionMatrix {
p.nearClipping = near
p.dirty = true
return p
}
// FarClipping sets the Far Clipping plane.
func (p *ProjectionMatrix) FarClipping(far float32) *ProjectionMatrix {
p.farClipping = far
p.dirty = true
return p
}
// Copy returns a copy of the matrix.
func (p *ProjectionMatrix) Copy() *ProjectionMatrix {
return NewProjectionMatrix().
FOV(p.fov).
Aspect(p.aspect).
NearClipping(p.nearClipping).
FarClipping(p.farClipping)
}
// getMatrix returns the matrix compatible with ImGuizmo (pointer to 4x4m).
func (p *ProjectionMatrix) getMatrix() *float32 {
if p.dirty {
p.compile()
}
return utils.SliceToPtr(p.matrix)
}
// compile updates p.matrix.
func (p *ProjectionMatrix) compile() {
p.matrix = glm.MatrixPerspective(p.fov, p.aspect, p.nearClipping, p.farClipping)
p.dirty = false
}