Added docs

This commit is contained in:
Jonathan Higgs
2021-08-03 22:22:49 +01:00
parent 543f696b25
commit c4296138d6
2 changed files with 139 additions and 71 deletions

158
README.md
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# ImGuizmo
Latest stable tagged version is 1.83. Current master version is 1.84 WIP.
What started with the gizmo is now a collection of dear imgui widgets and more advanced controls.
## Guizmos
### ImViewGizmo
Manipulate view orientation with 1 single line of code
![Image of ImViewGizmo](http://i.imgur.com/7UVcyDd.gif)
@@ -21,14 +26,15 @@ There is now a sample for Win32/OpenGL ! With a binary in bin directory.
![Image of Sample](https://i.imgur.com/nXlzyqD.png)
### ImSequencer
A WIP little sequencer used to edit frame start/end for different events in a timeline.
![Image of Rotation](http://i.imgur.com/BeyNwCn.png)
Check the sample for the documentation. More to come...
### Graph Editor
Nodes + connections. Custom draw inside nodes is possible with the delegate system in place.
![](Images/nodeeditor.jpg)
![Image of GraphEditor](Images/nodeeditor.jpg)
### API doc
@@ -71,7 +77,7 @@ example:
```
These functions have some numerical stability issues for now. Use with caution.
```C++
void DecomposeMatrixToComponents(const float *matrix, float *translation, float *rotation, float *scale);
void RecomposeMatrixFromComponents(const float *translation, const float *rotation, const float *scale, float *matrix);**
@@ -84,22 +90,22 @@ void DrawCube(const float *view, const float *projection, float *matrix);**
```
Call it when you want a gizmo
Needs view and projection matrices.
Needs view and projection matrices.
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.
```C++
enum OPERATION
{
TRANSLATE,
ROTATE,
SCALE
};
enum OPERATION
{
TRANSLATE,
ROTATE,
SCALE
};
enum MODE
{
LOCAL,
WORLD
};
enum MODE
{
LOCAL,
WORLD
};
void Manipulate(const float *view, const float *projection, OPERATION operation, MODE mode, float *matrix, float *deltaMatrix = 0, float *snap = 0);**
```
@@ -113,64 +119,74 @@ Code for :
```C++
void EditTransform(const Camera& camera, matrix_t& matrix)
{
static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
if (ImGui::IsKeyPressed(90))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
if (ImGui::IsKeyPressed(69))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
if (ImGui::IsKeyPressed(82)) // r Key
mCurrentGizmoOperation = ImGuizmo::SCALE;
if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
ImGui::SameLine();
if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
ImGui::SameLine();
if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
mCurrentGizmoOperation = ImGuizmo::SCALE;
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale);
ImGui::InputFloat3("Tr", matrixTranslation, 3);
ImGui::InputFloat3("Rt", matrixRotation, 3);
ImGui::InputFloat3("Sc", matrixScale, 3);
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16);
static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
if (ImGui::IsKeyPressed(90))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
if (ImGui::IsKeyPressed(69))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
if (ImGui::IsKeyPressed(82)) // r Key
mCurrentGizmoOperation = ImGuizmo::SCALE;
if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
ImGui::SameLine();
if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
ImGui::SameLine();
if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
mCurrentGizmoOperation = ImGuizmo::SCALE;
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale);
ImGui::InputFloat3("Tr", matrixTranslation, 3);
ImGui::InputFloat3("Rt", matrixRotation, 3);
ImGui::InputFloat3("Sc", matrixScale, 3);
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16);
if (mCurrentGizmoOperation != ImGuizmo::SCALE)
{
if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
mCurrentGizmoMode = ImGuizmo::LOCAL;
ImGui::SameLine();
if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD))
mCurrentGizmoMode = ImGuizmo::WORLD;
}
static bool useSnap(false);
if (ImGui::IsKeyPressed(83))
useSnap = !useSnap;
ImGui::Checkbox("", &useSnap);
ImGui::SameLine();
vec_t snap;
switch (mCurrentGizmoOperation)
{
case ImGuizmo::TRANSLATE:
snap = config.mSnapTranslation;
ImGui::InputFloat3("Snap", &snap.x);
break;
case ImGuizmo::ROTATE:
snap = config.mSnapRotation;
ImGui::InputFloat("Angle Snap", &snap.x);
break;
case ImGuizmo::SCALE:
snap = config.mSnapScale;
ImGui::InputFloat("Scale Snap", &snap.x);
break;
}
ImGuiIO& io = ImGui::GetIO();
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL);
if (mCurrentGizmoOperation != ImGuizmo::SCALE)
{
if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
mCurrentGizmoMode = ImGuizmo::LOCAL;
ImGui::SameLine();
if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD))
mCurrentGizmoMode = ImGuizmo::WORLD;
}
static bool useSnap(false);
if (ImGui::IsKeyPressed(83))
useSnap = !useSnap;
ImGui::Checkbox("", &useSnap);
ImGui::SameLine();
vec_t snap;
switch (mCurrentGizmoOperation)
{
case ImGuizmo::TRANSLATE:
snap = config.mSnapTranslation;
ImGui::InputFloat3("Snap", &snap.x);
break;
case ImGuizmo::ROTATE:
snap = config.mSnapRotation;
ImGui::InputFloat("Angle Snap", &snap.x);
break;
case ImGuizmo::SCALE:
snap = config.mSnapScale;
ImGui::InputFloat("Scale Snap", &snap.x);
break;
}
ImGuiIO& io = ImGui::GetIO();
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL);
}
```
### License
## Install
ImGuizmo is licensed under the MIT License, see LICENSE for more information.
ImGuizmo can be installed via [vcpkg](https://github.com/microsoft/vcpkg) and used cmake
```bash
vcpkg install vcpkg
```
See the [vcpkg example](/vcpkg-example) for more details
## License
ImGuizmo is licensed under the MIT License, see [LICENSE](/LICENSE) for more information.

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# ImGuizmo example
ImGuizmo example app that uses [cmake][cmake] and [vcpkg][vcpkg]
## Setup
Assuming cmake and vcpkg are installed, all that is required is to add the vcpkg toolchain file to
the cmake configure and all dependencies will be downloaded and installed into the project
```bash
mkdir build
cd build
cmake .. -DCMAKE_TOOLCHAIN_FILE=C:/dev/vcpkg/scripts/buildsystem/vcpkg.cmake
```
### Visual Studio
Rather than running directly, IDEs usually configure the cmake. Visual studio can be integrated
directly with the `vcpkg integrate install` command or by specifying the path to the toolchain file
in the project cmake settings
### VSCode
When using the cmake tools extension the command can be added to the `.vscode/settings.json` file as
follows
```json
{
"cmake.configureArgs": [
"-DCMAKE_TOOLCHAIN_FILE=C:\\dev\\vcpkg\\scripts\\buildsystems\\vcpkg.cmake"
]
}
```
> :heavy_check_mark: If you include the settings file in your repo, a good practice would be to use
an environment variable for the path to the vcpkg install and variable substitution in the toolchain
file path so the settings work across machines. eg `"-DCMAKE_TOOLCHAIN_FILE={$env:VCPKG_ROOT}\\scripts\\buildsystems\\vcpkg.cmake"`
This can also be added to the system-wide settings rather than added to each project individually
## How It Works
The example contains a `vcpkg.json` manifest file that contains the dependencices. When cmake is
supplied with the vcpkg toolchain file, the script detects this manifest file and then downloads and
compiles the dependencies there-in
In `CMakeLists.txt` the `find_package(imguizmo CONFIG REQUIRED)` command finds the cmake config
added by the vcpkg install and `target_link_libraries(example-app PRIVATE imguizmo::imguizmo)` adds
the includes and lib to the target
[cmake]: https://cmake.org/
[vcpkg]: https://github.com/microsoft/vcpkg