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ImGuizmo integration hello world
This commit is contained in:
parent
6f98740772
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6 changed files with 3551 additions and 1 deletions
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@ -300,6 +300,7 @@ public:
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virtual void PlayerGetAxis( idMat3& axis ) const;
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virtual void PlayerGetViewAngles( idAngles& angles ) const;
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virtual void PlayerGetEyePosition( idVec3& org ) const;
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virtual bool PlayerGetRenderView( renderView_t& rv ) const;
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// In game map editing support.
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virtual const idDict* MapGetEntityDict( const char* name ) const;
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@ -711,7 +711,7 @@ void idEditEntities::DisplayEntities()
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// RB: use renderer backend to display light properties
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if( ent->fl.selected )
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{
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drawArrows = true;
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//drawArrows = true;
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idLight* light = static_cast<idLight*>( ent );
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@ -1159,6 +1159,18 @@ void idGameEdit::PlayerGetEyePosition( idVec3& org ) const
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org = gameLocal.GetLocalPlayer()->GetEyePosition();
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}
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// RB
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bool idGameEdit::PlayerGetRenderView( renderView_t& rv ) const
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{
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renderView_t* view = gameLocal.GetLocalPlayer()->GetRenderView();
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if( view )
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{
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rv = *view;
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return true;
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}
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return false;
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}
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/*
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================
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@ -14,6 +14,7 @@
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#pragma hdrstop
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#include "BFGimgui.h"
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#include "ImGuizmo.h"
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#include "renderer/RenderCommon.h"
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#include "renderer/RenderBackend.h"
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@ -829,6 +830,8 @@ void NewFrame()
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// Start the frame
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ImGui::NewFrame();
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ImGuizmo::BeginFrame();
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g_haveNewFrame = true;
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}
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}
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3152
neo/imgui/ImGuizmo.cpp
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3152
neo/imgui/ImGuizmo.cpp
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File diff suppressed because it is too large
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290
neo/imgui/ImGuizmo.h
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290
neo/imgui/ImGuizmo.h
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@ -0,0 +1,290 @@
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// https://github.com/CedricGuillemet/ImGuizmo
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// v 1.89 WIP
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//
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// The MIT License(MIT)
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//
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// Copyright(c) 2021 Cedric Guillemet
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -------------------------------------------------------------------------------------------
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// History :
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// 2019/11/03 View gizmo
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// 2016/09/11 Behind camera culling. Scaling Delta matrix not multiplied by source matrix scales. local/world rotation and translation fixed. Display message is incorrect (X: ... Y:...) in local mode.
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// 2016/09/09 Hatched negative axis. Snapping. Documentation update.
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// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved
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// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results.
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// 2016/08/31 First version
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//
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// -------------------------------------------------------------------------------------------
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// Future (no order):
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//
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// - Multi view
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// - display rotation/translation/scale infos in local/world space and not only local
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// - finish local/world matrix application
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// - OPERATION as bitmask
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//
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// -------------------------------------------------------------------------------------------
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// Example
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#if 0
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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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{
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mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
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}
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if( ImGui::IsKeyPressed( 69 ) )
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{
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mCurrentGizmoOperation = ImGuizmo::ROTATE;
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}
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if( ImGui::IsKeyPressed( 82 ) ) // r Key
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{
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mCurrentGizmoOperation = ImGuizmo::SCALE;
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}
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if( ImGui::RadioButton( "Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE ) )
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{
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mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
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}
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ImGui::SameLine();
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if( ImGui::RadioButton( "Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE ) )
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{
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mCurrentGizmoOperation = ImGuizmo::ROTATE;
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}
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ImGui::SameLine();
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if( ImGui::RadioButton( "Scale", mCurrentGizmoOperation == ImGuizmo::SCALE ) )
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{
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mCurrentGizmoOperation = ImGuizmo::SCALE;
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}
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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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{
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mCurrentGizmoMode = ImGuizmo::LOCAL;
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}
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ImGui::SameLine();
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if( ImGui::RadioButton( "World", mCurrentGizmoMode == ImGuizmo::WORLD ) )
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{
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mCurrentGizmoMode = ImGuizmo::WORLD;
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}
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}
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static bool useSnap( false );
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if( ImGui::IsKeyPressed( 83 ) )
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{
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useSnap = !useSnap;
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}
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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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#endif
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#pragma once
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#ifdef USE_IMGUI_API
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#include "imconfig.h"
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#endif
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#ifndef IMGUI_API
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#define IMGUI_API
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#endif
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#ifndef IMGUIZMO_NAMESPACE
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#define IMGUIZMO_NAMESPACE ImGuizmo
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#endif
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namespace IMGUIZMO_NAMESPACE
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{
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// call inside your own window and before Manipulate() in order to draw gizmo to that window.
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// Or pass a specific ImDrawList to draw to (e.g. ImGui::GetForegroundDrawList()).
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IMGUI_API void SetDrawlist( ImDrawList* drawlist = nullptr );
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// call BeginFrame right after ImGui_XXXX_NewFrame();
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IMGUI_API void BeginFrame();
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// this is necessary because when imguizmo is compiled into a dll, and imgui into another
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// globals are not shared between them.
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// More details at https://stackoverflow.com/questions/19373061/what-happens-to-global-and-static-variables-in-a-shared-library-when-it-is-dynam
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// expose method to set imgui context
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IMGUI_API void SetImGuiContext( ImGuiContext* ctx );
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// return true if mouse cursor is over any gizmo control (axis, plan or screen component)
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IMGUI_API bool IsOver();
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// return true if mouse IsOver or if the gizmo is in moving state
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IMGUI_API bool IsUsing();
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// return true if any gizmo is in moving state
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IMGUI_API bool IsUsingAny();
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// enable/disable the gizmo. Stay in the state until next call to Enable.
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// gizmo is rendered with gray half transparent color when disabled
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IMGUI_API void Enable( bool enable );
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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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// 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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IMGUI_API void DecomposeMatrixToComponents( const float* matrix, float* translation, float* rotation, float* scale );
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IMGUI_API void RecomposeMatrixFromComponents( const float* translation, const float* rotation, const float* scale, float* matrix );
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IMGUI_API void SetRect( float x, float y, float width, float height );
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// default is false
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IMGUI_API void SetOrthographic( bool isOrthographic );
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// Render a cube with face color corresponding to face normal. Usefull for debug/tests
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IMGUI_API void DrawCubes( const float* view, const float* projection, const float* matrices, int matrixCount );
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IMGUI_API void DrawGrid( const float* view, const float* projection, const float* matrix, const float gridSize );
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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
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// translation is applied in world space
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enum OPERATION
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{
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TRANSLATE_X = ( 1u << 0 ),
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TRANSLATE_Y = ( 1u << 1 ),
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TRANSLATE_Z = ( 1u << 2 ),
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ROTATE_X = ( 1u << 3 ),
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ROTATE_Y = ( 1u << 4 ),
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ROTATE_Z = ( 1u << 5 ),
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ROTATE_SCREEN = ( 1u << 6 ),
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SCALE_X = ( 1u << 7 ),
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SCALE_Y = ( 1u << 8 ),
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SCALE_Z = ( 1u << 9 ),
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BOUNDS = ( 1u << 10 ),
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SCALE_XU = ( 1u << 11 ),
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SCALE_YU = ( 1u << 12 ),
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SCALE_ZU = ( 1u << 13 ),
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TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z,
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ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN,
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SCALE = SCALE_X | SCALE_Y | SCALE_Z,
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SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU, // universal
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UNIVERSAL = TRANSLATE | ROTATE | SCALEU
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};
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inline OPERATION operator|( OPERATION lhs, OPERATION rhs )
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{
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return static_cast<OPERATION>( static_cast<int>( lhs ) | static_cast<int>( rhs ) );
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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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IMGUI_API bool Manipulate( const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix = NULL, const float* snap = NULL, const float* localBounds = NULL, const float* boundsSnap = NULL );
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//
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// Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en
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// It seems to be a defensive patent in the US. I don't think it will bring troubles using it as
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// other software are using the same mechanics. But just in case, you are now warned!
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//
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IMGUI_API void ViewManipulate( float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor );
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// use this version if you did not call Manipulate before and you are just using ViewManipulate
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IMGUI_API void ViewManipulate( float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor );
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IMGUI_API void SetID( int id );
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// return true if the cursor is over the operation's gizmo
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IMGUI_API bool IsOver( OPERATION op );
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IMGUI_API void SetGizmoSizeClipSpace( float value );
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// Allow axis to flip
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// When true (default), the guizmo axis flip for better visibility
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// When false, they always stay along the positive world/local axis
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IMGUI_API void AllowAxisFlip( bool value );
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// Configure the limit where axis are hidden
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IMGUI_API void SetAxisLimit( float value );
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// Configure the limit where planes are hiden
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IMGUI_API void SetPlaneLimit( float value );
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enum COLOR
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{
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DIRECTION_X, // directionColor[0]
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DIRECTION_Y, // directionColor[1]
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DIRECTION_Z, // directionColor[2]
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PLANE_X, // planeColor[0]
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PLANE_Y, // planeColor[1]
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PLANE_Z, // planeColor[2]
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SELECTION, // selectionColor
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INACTIVE, // inactiveColor
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TRANSLATION_LINE, // translationLineColor
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SCALE_LINE,
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ROTATION_USING_BORDER,
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ROTATION_USING_FILL,
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HATCHED_AXIS_LINES,
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TEXT,
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TEXT_SHADOW,
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COUNT
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};
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struct Style
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{
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IMGUI_API Style();
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float TranslationLineThickness; // Thickness of lines for translation gizmo
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float TranslationLineArrowSize; // Size of arrow at the end of lines for translation gizmo
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float RotationLineThickness; // Thickness of lines for rotation gizmo
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float RotationOuterLineThickness; // Thickness of line surrounding the rotation gizmo
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float ScaleLineThickness; // Thickness of lines for scale gizmo
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float ScaleLineCircleSize; // Size of circle at the end of lines for scale gizmo
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float HatchedAxisLineThickness; // Thickness of hatched axis lines
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float CenterCircleSize; // Size of circle at the center of the translate/scale gizmo
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ImVec4 Colors[COLOR::COUNT];
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};
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IMGUI_API Style& GetStyle();
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}
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@ -34,6 +34,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "LightEditor.h"
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#include "../imgui/BFGimgui.h"
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#include "../imgui/ImGuizmo.h"
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#include "renderer/Material.h"
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#include "renderer/Image.h"
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@ -574,6 +575,40 @@ static float* vecToArr( idVec3& v )
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return &v.x;
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}
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void Frustum( float left, float right, float bottom, float top, float znear, float zfar, float* m16 )
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{
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float temp, temp2, temp3, temp4;
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temp = 2.0f * znear;
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temp2 = right - left;
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temp3 = top - bottom;
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temp4 = zfar - znear;
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m16[0] = temp / temp2;
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m16[1] = 0.0;
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m16[2] = 0.0;
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m16[3] = 0.0;
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m16[4] = 0.0;
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m16[5] = temp / temp3;
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m16[6] = 0.0;
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m16[7] = 0.0;
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m16[8] = ( right + left ) / temp2;
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m16[9] = ( top + bottom ) / temp3;
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m16[10] = ( -zfar - znear ) / temp4;
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m16[11] = -1.0f;
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m16[12] = 0.0;
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m16[13] = 0.0;
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m16[14] = ( -temp * zfar ) / temp4;
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m16[15] = 0.0;
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}
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void Perspective( float fovyInDegrees, float aspectRatio, float znear, float zfar, float* m16 )
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{
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float ymax, xmax;
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ymax = znear * tanf( fovyInDegrees * 3.141592f / 180.0f );
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xmax = ymax * aspectRatio;
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Frustum( -xmax, xmax, -ymax, ymax, znear, zfar, m16 );
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}
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void LightEditor::Draw()
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{
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bool showTool = isShown;
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@ -774,6 +809,63 @@ void LightEditor::Draw()
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{
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TempApplyChanges();
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}
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//
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// GIZMO
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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::SetOrthographic( false );
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ImGuizmo::SetDrawlist();
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viewDef_t viewDef;
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if( gameEdit->PlayerGetRenderView( viewDef.renderView ) )
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{
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R_SetupViewMatrix( &viewDef );
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R_SetupProjectionMatrix( &viewDef, false );
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#if 1
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float* cameraView = viewDef.worldSpace.modelViewMatrix;
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float* cameraProjection = viewDef.unjitteredProjectionMatrix;
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#else
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float cameraView[16];
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//memcpy( cameraView, viewDef.worldSpace.modelViewMatrix, sizeof( cameraView ) );
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R_AxisToModelMatrix( viewDef.renderView.viewaxis, viewDef.renderView.vieworg, viewDef.worldSpace.modelViewMatrix );
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R_MatrixTranspose( viewDef.worldSpace.modelViewMatrix, cameraView );
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float aspectRatio = io.DisplaySize.x / io.DisplaySize.y;
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//float cameraProjection[16];
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//Perspective( viewDef.renderView.fov_y, aspectRatio, viewDef.renderView.cramZNear, 16000.0f, cameraProjection );
|
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||||
float* cameraProjection = viewDef.unjitteredProjectionMatrix;
|
||||
#endif
|
||||
|
||||
|
||||
ImGuizmo::DrawGrid( cameraView, cameraProjection, mat4_identity.ToFloatPtr(), 100.f );
|
||||
|
||||
idMat3 scaleMatrix = mat3_identity;
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||||
scaleMatrix[0][0] = 10;
|
||||
scaleMatrix[1][1] = 10;
|
||||
scaleMatrix[2][2] = 10;
|
||||
idMat4 objectMatrix( scaleMatrix, cur.origin );
|
||||
ImGuizmo::DrawCubes( cameraView, cameraProjection, mat4_identity.ToFloatPtr(), 1 );
|
||||
|
||||
ImGuizmo::OPERATION mCurrentGizmoOperation( ImGuizmo::TRANSLATE );
|
||||
ImGuizmo::MODE mCurrentGizmoMode( ImGuizmo::LOCAL );
|
||||
bool useSnap = false;
|
||||
float snap[3] = { 1.f, 1.f, 1.f };
|
||||
float bounds[] = { -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f };
|
||||
float boundsSnap[] = { 0.1f, 0.1f, 0.1f };
|
||||
bool boundSizing = false;
|
||||
bool boundSizingSnap = false;
|
||||
|
||||
ImGuizmo::DrawCubes( cameraView, cameraProjection, &objectMatrix[0][0], 1 );
|
||||
ImGuizmo::Manipulate( cameraView, cameraProjection, mCurrentGizmoOperation, mCurrentGizmoMode, objectMatrix.ToFloatPtr(), NULL, useSnap ? &snap[0] : NULL, boundSizing ? bounds : NULL, boundSizingSnap ? boundsSnap : NULL );
|
||||
|
||||
//ImGuizmo::ViewManipulate( cameraView, camDistance, ImVec2( viewManipulateRight - 128, viewManipulateTop ), ImVec2( 128, 128 ), 0x10101010 );
|
||||
}
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
|
|
Loading…
Reference in a new issue