604 lines
21 KiB
C++
604 lines
21 KiB
C++
#include "scene_panel.hpp"
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#include <imgui.h>
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// After imgui.h, which it relies on.
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#include <ImGuizmo.h>
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <glm/gtc/type_ptr.hpp>
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#include <limits>
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#include <optional>
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#include <sophia/aabb.hpp>
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#include <sophia/components.hpp>
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#include <tuple>
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#include <utility>
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#include <vector>
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namespace {
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// Corners of the unit quad a SpriteComponent's model matrix maps to world.
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constexpr std::array<glm::vec2, 4> UNIT_QUAD{
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glm::vec2{0.f, 0.f}, glm::vec2{1.f, 0.f}, glm::vec2{1.f, 1.f},
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glm::vec2{0.f, 1.f}};
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const ImU32 SELECTION_COLOR = IM_COL32(255, 170, 40, 255);
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// Holding Ctrl snaps the gizmo to these steps.
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constexpr float TRANSLATE_SNAP = 0.5f;
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constexpr float ROTATE_SNAP_DEGREES = 15.f;
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constexpr float SCALE_SNAP = 0.1f;
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// Writes a matrix built from a translation, rotation and scale (no shear)
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// back into `transform`. A mirroring matrix comes back with a negative x
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// scale.
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void decompose(const glm::mat4& matrix, sophia::TransformComponent& transform) {
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transform.position = glm::vec3{matrix[3]};
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glm::vec3 scale{glm::length(glm::vec3{matrix[0]}),
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glm::length(glm::vec3{matrix[1]}),
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glm::length(glm::vec3{matrix[2]})};
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if (glm::determinant(glm::mat3{matrix}) < 0.f) {
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scale.x = -scale.x;
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}
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transform.scale = scale;
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// A zero scale loses the axis, and with it the rotation; keep the old one.
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if (scale.x == 0.f || scale.y == 0.f || scale.z == 0.f) {
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return;
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}
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glm::mat3 rotation{glm::vec3{matrix[0]} / scale.x,
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glm::vec3{matrix[1]} / scale.y,
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glm::vec3{matrix[2]} / scale.z};
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transform.rotation = glm::normalize(glm::quat_cast(rotation));
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}
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// How far along a ray (from `origin`, along the normalized `direction`) it
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// enters `bounds` placed by `model`, or null if it misses. A ray starting
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// inside hits at 0.
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std::optional<float> intersectBox(const glm::vec3& origin,
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const glm::vec3& direction,
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const glm::mat4& model,
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const sophia::AABB& bounds) {
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if (glm::determinant(model) == 0.f) {
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return std::nullopt;
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}
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// Test in the box's space, where it's axis-aligned. The direction isn't
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// renormalized, so distances along it are still world distances.
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glm::mat4 inverse = glm::inverse(model);
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glm::vec3 localOrigin = glm::vec3{inverse * glm::vec4{origin, 1.f}};
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glm::vec3 localDirection = glm::vec3{inverse * glm::vec4{direction, 0.f}};
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float enter = 0.f;
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float exit = std::numeric_limits<float>::infinity();
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for (int axis = 0; axis < 3; axis++) {
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if (std::abs(localDirection[axis]) < 1e-8f) {
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// Parallel to this pair of faces: hits only if already between them.
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if (localOrigin[axis] < bounds.min[axis] ||
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localOrigin[axis] > bounds.max[axis]) {
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return std::nullopt;
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}
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continue;
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}
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float toMin = (bounds.min[axis] - localOrigin[axis]) / localDirection[axis];
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float toMax = (bounds.max[axis] - localOrigin[axis]) / localDirection[axis];
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if (toMin > toMax) {
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std::swap(toMin, toMax);
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}
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enter = std::max(enter, toMin);
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exit = std::min(exit, toMax);
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if (enter > exit) {
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return std::nullopt;
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}
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}
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return enter;
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}
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// How far along a ray it hits the unit quad (0, 0)-(1, 1) in the XY plane,
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// placed by `model`, or null if it misses.
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std::optional<float> intersectQuad(const glm::vec3& origin,
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const glm::vec3& direction,
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const glm::mat4& model) {
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if (glm::determinant(model) == 0.f) {
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return std::nullopt;
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}
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glm::mat4 inverse = glm::inverse(model);
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glm::vec3 localOrigin = glm::vec3{inverse * glm::vec4{origin, 1.f}};
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glm::vec3 localDirection = glm::vec3{inverse * glm::vec4{direction, 0.f}};
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// Edge on to the quad.
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if (std::abs(localDirection.z) < 1e-8f) {
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return std::nullopt;
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}
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float distance = -localOrigin.z / localDirection.z;
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if (distance < 0.f) {
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return std::nullopt;
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}
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glm::vec3 hit = localOrigin + distance * localDirection;
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if (hit.x < 0.f || hit.x > 1.f || hit.y < 0.f || hit.y > 1.f) {
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return std::nullopt;
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}
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return distance;
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}
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} // namespace
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ImVec2 ScenePanel::ViewportTransform::clipToScreen(
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const glm::vec4& clip) const {
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glm::vec2 ndc = glm::vec2{clip} / clip.w;
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// Vulkan NDC has +y pointing down, same as the screen.
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return {origin.x + (ndc.x * 0.5f + 0.5f) * size.x,
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origin.y + (ndc.y * 0.5f + 0.5f) * size.y};
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}
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std::optional<ImVec2> ScenePanel::ViewportTransform::worldToScreen(
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const glm::vec3& world) const {
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glm::vec4 clip = viewProjection * glm::vec4{world, 1.f};
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if (clip.w <= 0.f) {
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return std::nullopt;
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}
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return clipToScreen(clip);
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}
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glm::vec2 ScenePanel::ViewportTransform::screenToWorld(
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const ImVec2& screen) const {
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glm::vec2 ndc{(screen.x - origin.x) / size.x * 2.f - 1.f,
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(screen.y - origin.y) / size.y * 2.f - 1.f};
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glm::vec4 world = inverseViewProjection * glm::vec4{ndc, 0.f, 1.f};
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return glm::vec2{world} / world.w;
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}
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ScenePanel::Ray ScenePanel::ViewportTransform::screenToRay(
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const ImVec2& screen) const {
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glm::vec2 ndc{(screen.x - origin.x) / size.x * 2.f - 1.f,
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(screen.y - origin.y) / size.y * 2.f - 1.f};
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// Depth runs 0 at the near plane to 1 at the far one.
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glm::vec4 nearPoint = inverseViewProjection * glm::vec4{ndc, 0.f, 1.f};
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glm::vec4 farPoint = inverseViewProjection * glm::vec4{ndc, 1.f, 1.f};
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glm::vec3 from = glm::vec3{nearPoint} / nearPoint.w;
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glm::vec3 to = glm::vec3{farPoint} / farPoint.w;
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return {from, glm::normalize(to - from)};
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}
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void ScenePanel::ViewportTransform::drawLine(ImDrawList* drawList,
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const glm::vec3& a,
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const glm::vec3& b, ImU32 color,
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float thickness) const {
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// Just in front of the camera. Points behind it project mirrored, so the
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// part of the line there is cut off rather than drawn.
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constexpr float MIN_W = 1e-4f;
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glm::vec4 clipA = viewProjection * glm::vec4{a, 1.f};
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glm::vec4 clipB = viewProjection * glm::vec4{b, 1.f};
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if (clipA.w < MIN_W && clipB.w < MIN_W) {
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return;
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}
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if (clipA.w < MIN_W) {
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clipA = glm::mix(clipA, clipB, (MIN_W - clipA.w) / (clipB.w - clipA.w));
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} else if (clipB.w < MIN_W) {
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clipB = glm::mix(clipB, clipA, (MIN_W - clipB.w) / (clipA.w - clipB.w));
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}
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drawList->AddLine(clipToScreen(clipA), clipToScreen(clipB), color, thickness);
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}
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void ScenePanel::onUpdate(const sophia::FrameInfo& frameInfo) {
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syncSceneView(context, sceneViews, view, isShown());
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drawToolbar();
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ImGui::Separator();
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const ImVec2 origin = ImGui::GetCursorScreenPos();
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const ImVec2 size = ImGui::GetContentRegionAvail();
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if (size.x < 1.0f || size.y < 1.0f) {
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return;
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}
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if (!context.hasScene()) {
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ImGui::TextDisabled("No scene open");
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return;
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}
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ui.image(target);
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// Rolls over ImGuizmo's "mouse is over a handle" state, so IsOver() below
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// reports last frame's.
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ImGuizmo::BeginFrame();
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// A handle can't be grabbed while any ImGui item is hovered, so while the
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// mouse is over one, leave out the viewport button, and keep the window
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// still so dragging the handle doesn't drag it. Unless a camera drag is
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// already under way: dropping the button would end it.
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bool overGizmo =
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(ImGuizmo::IsOver() || ImGuizmo::IsUsing()) && !viewportActive;
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getConfig().windowFlags =
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overGizmo ? WINDOW_FLAGS | ImGuiWindowFlags_NoMove : WINDOW_FLAGS;
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// The image doesn't take mouse input, so without this, dragging in it
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// would drag the window instead.
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ImGui::SetCursorScreenPos(origin);
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if (overGizmo) {
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ImGui::Dummy(size);
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} else {
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ImGui::InvisibleButton("##viewport", size,
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ImGuiButtonFlags_MouseButtonLeft |
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ImGuiButtonFlags_MouseButtonRight |
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ImGuiButtonFlags_MouseButtonMiddle);
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}
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viewportActive = !overGizmo && ImGui::IsItemActive();
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handleCameraInput(frameInfo, size);
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handleGizmoHotkeys();
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// Drive the view's camera from the editor camera. The scene view renders
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// after the panels update, so this frame already uses it.
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camera.getComponent<sophia::TransformComponent>() =
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editorCamera.getTransform();
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camera.getComponent<sophia::CameraComponent>() = editorCamera.getCamera();
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ImDrawList* drawList = ImGui::GetWindowDrawList();
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drawList->PushClipRect(origin, ImVec2(origin.x + size.x, origin.y + size.y),
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true);
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// Screen-space, so it only lines up with anything in 2D.
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// TODO: a world-space grid on the XZ plane for 3D, once there's debug
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// drawing in scene views.
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if (showGrid && editorCamera.mode == EditorCamera::Mode::Scene2D) {
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drawGrid(origin, size);
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}
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// Use the panel's size rather than the target's: the target is resized a
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// frame late, and the mouse is over the panel.
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float aspect = size.x / size.y;
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glm::mat4 view = sophia::CameraComponent::getView(
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camera.getComponent<sophia::TransformComponent>());
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glm::mat4 viewProjection =
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camera.getComponent<sophia::CameraComponent>().getProjection(aspect) *
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view;
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ViewportTransform viewport{origin, size, viewProjection,
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glm::inverse(viewProjection)};
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handleSelectionInput(viewport);
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drawSelection(viewport);
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ImGuizmo::SetDrawlist();
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ImGuizmo::SetRect(origin.x, origin.y, size.x, size.y);
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drawGizmo(view, aspect);
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drawList->PopClipRect();
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ImGui::SetCursorScreenPos(ImVec2(origin.x + 8.0f, origin.y + 8.0f));
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ImGui::TextDisabled("%.0f x %.0f", size.x, size.y);
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}
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void ScenePanel::drawToolbar() {
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bool is2D = editorCamera.mode == EditorCamera::Mode::Scene2D;
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if (ImGui::Checkbox("2D", &is2D)) {
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editorCamera.mode =
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is2D ? EditorCamera::Mode::Scene2D : EditorCamera::Mode::Scene3D;
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dragging = false;
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}
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ImGui::SameLine();
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ImGui::BeginDisabled(!is2D);
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ImGui::Checkbox("Grid", &showGrid);
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ImGui::EndDisabled();
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ImGui::SameLine();
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ImGui::TextDisabled("|");
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ImGui::SameLine();
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const struct {
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const char* label;
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GizmoOperation operation;
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} operations[] = {{"Move (W)", GizmoOperation::Translate},
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{"Rotate (E)", GizmoOperation::Rotate},
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{"Scale (R)", GizmoOperation::Scale}};
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for (const auto& entry : operations) {
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if (ImGui::RadioButton(entry.label, gizmoOperation == entry.operation)) {
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gizmoOperation = entry.operation;
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}
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ImGui::SameLine();
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}
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if (ImGui::Button(gizmoLocal ? "Local" : "World")) {
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gizmoLocal = !gizmoLocal;
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}
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}
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void ScenePanel::handleGizmoHotkeys() {
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const ImGuiIO& io = ImGui::GetIO();
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// W/E/Q fly the camera while the right button is held.
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if (!ImGui::IsWindowFocused() || io.WantTextInput ||
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ImGui::IsMouseDown(ImGuiMouseButton_Right)) {
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return;
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}
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if (ImGui::IsKeyPressed(ImGuiKey_W, false)) {
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gizmoOperation = GizmoOperation::Translate;
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} else if (ImGui::IsKeyPressed(ImGuiKey_E, false)) {
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gizmoOperation = GizmoOperation::Rotate;
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} else if (ImGui::IsKeyPressed(ImGuiKey_R, false)) {
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gizmoOperation = GizmoOperation::Scale;
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}
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}
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void ScenePanel::drawGizmo(const glm::mat4& view, float aspect) {
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sophia::Entity selected = context.selected;
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if (!selected) {
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return;
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}
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bool is2D = editorCamera.mode == EditorCamera::Mode::Scene2D;
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// In 2D, only the axes that keep things in the XY plane.
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ImGuizmo::OPERATION operation{};
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float snapStep = 0.f;
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switch (gizmoOperation) {
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case GizmoOperation::Translate:
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operation = is2D ? ImGuizmo::TRANSLATE_X | ImGuizmo::TRANSLATE_Y
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: ImGuizmo::TRANSLATE;
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snapStep = TRANSLATE_SNAP;
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break;
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case GizmoOperation::Rotate:
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operation = is2D ? ImGuizmo::ROTATE_Z : ImGuizmo::ROTATE;
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snapStep = ROTATE_SNAP_DEGREES;
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break;
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case GizmoOperation::Scale:
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operation =
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is2D ? ImGuizmo::SCALE_X | ImGuizmo::SCALE_Y : ImGuizmo::SCALE;
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snapStep = SCALE_SNAP;
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break;
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}
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std::array<float, 3> snap{snapStep, snapStep, snapStep};
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bool snapping = ImGui::GetIO().KeyCtrl;
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// ImGuizmo maps clip space to the screen the OpenGL way, with +y up, so it
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// needs the projection without the Y flip CameraComponent adds for Vulkan.
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glm::mat4 projection =
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camera.getComponent<sophia::CameraComponent>().getProjection(aspect);
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projection[1][1] *= -1.f;
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auto& transform = selected.getComponent<sophia::TransformComponent>();
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glm::mat4 model = transform.mat4();
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ImGuizmo::SetOrthographic(is2D);
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// Per entity, so a drag in progress doesn't carry over to a new selection.
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ImGuizmo::PushID(static_cast<int>(static_cast<sophia::u32>(selected)));
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bool changed = ImGuizmo::Manipulate(
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glm::value_ptr(view), glm::value_ptr(projection), operation,
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gizmoLocal ? ImGuizmo::LOCAL : ImGuizmo::WORLD, glm::value_ptr(model),
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nullptr, snapping ? snap.data() : nullptr);
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ImGuizmo::PopID();
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if (changed) {
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decompose(model, transform);
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}
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}
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void ScenePanel::drawGrid(ImVec2 origin, ImVec2 size) {
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constexpr float GRID_STEP = 40.0f;
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const ImU32 gridColor = IM_COL32(255, 255, 255, 18);
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const ImVec2 end(origin.x + size.x, origin.y + size.y);
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ImDrawList* drawList = ImGui::GetWindowDrawList();
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for (float x = GRID_STEP; x < size.x; x += GRID_STEP) {
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drawList->AddLine(ImVec2(origin.x + x, origin.y),
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ImVec2(origin.x + x, end.y), gridColor);
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}
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for (float y = GRID_STEP; y < size.y; y += GRID_STEP) {
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drawList->AddLine(ImVec2(origin.x, origin.y + y),
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ImVec2(end.x, origin.y + y), gridColor);
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}
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}
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void ScenePanel::handleCameraInput(const sophia::FrameInfo& frameInfo,
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ImVec2 size) {
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const ImGuiIO& io = ImGui::GetIO();
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bool is3D = editorCamera.mode == EditorCamera::Mode::Scene3D;
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glm::vec2 mouseDelta{io.MouseDelta.x, io.MouseDelta.y};
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// The button stays active while any of its mouse buttons is held, even
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// once the mouse leaves the panel.
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if (ImGui::IsItemActive()) {
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bool rightDown = ImGui::IsMouseDown(ImGuiMouseButton_Right);
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bool middleDown = ImGui::IsMouseDown(ImGuiMouseButton_Middle);
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if (is3D && rightDown) {
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editorCamera.orbit(mouseDelta);
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glm::vec3 direction{0.f};
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if (ImGui::IsKeyDown(ImGuiKey_D)) direction.x += 1.f;
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if (ImGui::IsKeyDown(ImGuiKey_A)) direction.x -= 1.f;
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if (ImGui::IsKeyDown(ImGuiKey_E)) direction.y += 1.f;
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if (ImGui::IsKeyDown(ImGuiKey_Q)) direction.y -= 1.f;
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if (ImGui::IsKeyDown(ImGuiKey_S)) direction.z += 1.f;
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if (ImGui::IsKeyDown(ImGuiKey_W)) direction.z -= 1.f;
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editorCamera.fly(direction, static_cast<float>(frameInfo.deltaTime));
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} else if (middleDown || (!is3D && rightDown)) {
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editorCamera.pan(mouseDelta, size.y);
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}
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}
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if (ImGui::IsItemHovered() && io.MouseWheel != 0.f) {
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editorCamera.zoom(io.MouseWheel);
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}
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if (ImGui::IsWindowFocused() && !io.WantTextInput &&
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ImGui::IsKeyPressed(ImGuiKey_F, false)) {
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frameSelection();
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}
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}
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void ScenePanel::handleSelectionInput(const ViewportTransform& viewport) {
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const ImGuiIO& io = ImGui::GetIO();
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if (ImGui::IsItemClicked(ImGuiMouseButton_Left)) {
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context.selected = pick(viewport.screenToRay(io.MousePos));
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// Dragging the selection around is 2D only; in 3D, use the gizmo.
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dragging =
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context.selected && editorCamera.mode == EditorCamera::Mode::Scene2D;
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}
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if (!ImGui::IsItemActive() || !ImGui::IsMouseDown(ImGuiMouseButton_Left)) {
|
|
dragging = false;
|
|
return;
|
|
}
|
|
|
|
if (dragging && (io.MouseDelta.x != 0.f || io.MouseDelta.y != 0.f)) {
|
|
ImVec2 previous(io.MousePos.x - io.MouseDelta.x,
|
|
io.MousePos.y - io.MouseDelta.y);
|
|
glm::vec2 delta =
|
|
viewport.screenToWorld(io.MousePos) - viewport.screenToWorld(previous);
|
|
|
|
auto& transform =
|
|
context.selected.getComponent<sophia::TransformComponent>();
|
|
transform.position.x += delta.x;
|
|
transform.position.y += delta.y;
|
|
}
|
|
}
|
|
|
|
void ScenePanel::drawSelection(const ViewportTransform& viewport) {
|
|
sophia::Entity selected = context.selected;
|
|
if (!selected) {
|
|
return;
|
|
}
|
|
|
|
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
|
const auto& transform = selected.getComponent<sophia::TransformComponent>();
|
|
|
|
if (selected.hasComponent<sophia::SpriteComponent>()) {
|
|
glm::mat4 model =
|
|
selected.getComponent<sophia::SpriteComponent>().getModel(transform);
|
|
for (size_t i = 0; i < UNIT_QUAD.size(); i++) {
|
|
const glm::vec2& from = UNIT_QUAD[i];
|
|
const glm::vec2& to = UNIT_QUAD[(i + 1) % UNIT_QUAD.size()];
|
|
viewport.drawLine(drawList, glm::vec3{model * glm::vec4{from, 0.f, 1.f}},
|
|
glm::vec3{model * glm::vec4{to, 0.f, 1.f}},
|
|
SELECTION_COLOR, 2.0f);
|
|
}
|
|
}
|
|
|
|
if (std::optional<sophia::AABB> bounds = getMeshBounds(selected)) {
|
|
glm::mat4 model = transform.mat4();
|
|
std::array<glm::vec3, 8> corners = bounds->getCorners();
|
|
for (glm::vec3& corner : corners) {
|
|
corner = glm::vec3{model * glm::vec4{corner, 1.f}};
|
|
}
|
|
// Corners whose indices differ in one bit share an edge.
|
|
for (int i = 0; i < 8; i++) {
|
|
for (int bit : {1, 2, 4}) {
|
|
if ((i & bit) == 0) {
|
|
viewport.drawLine(drawList, corners[i], corners[i | bit],
|
|
SELECTION_COLOR, 2.0f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mark the transform's position (the sprite's pivot), which is also all
|
|
// there is to show for entities without a sprite or mesh, such as the
|
|
// camera.
|
|
if (std::optional<ImVec2> center =
|
|
viewport.worldToScreen(transform.position)) {
|
|
drawList->AddCircle(*center, 4.0f, SELECTION_COLOR, 0, 2.0f);
|
|
}
|
|
}
|
|
|
|
void ScenePanel::frameSelection() {
|
|
sophia::Entity selected = context.selected;
|
|
if (!selected) {
|
|
return;
|
|
}
|
|
|
|
const auto& transform = selected.getComponent<sophia::TransformComponent>();
|
|
|
|
// The selection's corners in world space, from its mesh or sprite.
|
|
std::vector<glm::vec3> points;
|
|
if (std::optional<sophia::AABB> bounds = getMeshBounds(selected)) {
|
|
glm::mat4 model = transform.mat4();
|
|
for (const glm::vec3& corner : bounds->getCorners()) {
|
|
points.push_back(glm::vec3{model * glm::vec4{corner, 1.f}});
|
|
}
|
|
}
|
|
if (selected.hasComponent<sophia::SpriteComponent>()) {
|
|
glm::mat4 model =
|
|
selected.getComponent<sophia::SpriteComponent>().getModel(transform);
|
|
for (const glm::vec2& corner : UNIT_QUAD) {
|
|
points.push_back(glm::vec3{model * glm::vec4{corner, 0.f, 1.f}});
|
|
}
|
|
}
|
|
|
|
if (points.empty()) {
|
|
// Nothing with a size: frame a unit around its position.
|
|
editorCamera.frame(transform.position, 0.5f);
|
|
return;
|
|
}
|
|
|
|
glm::vec3 min = points.front();
|
|
glm::vec3 max = points.front();
|
|
for (const glm::vec3& point : points) {
|
|
min = glm::min(min, point);
|
|
max = glm::max(max, point);
|
|
}
|
|
editorCamera.frame((min + max) * 0.5f, glm::length(max - min) * 0.5f);
|
|
}
|
|
|
|
std::optional<sophia::AABB> ScenePanel::getMeshBounds(sophia::Entity entity) {
|
|
if (!entity.hasComponent<sophia::MeshComponent>()) {
|
|
return std::nullopt;
|
|
}
|
|
sophia::MeshHandle mesh = entity.getComponent<sophia::MeshComponent>().handle;
|
|
if (!resources.isAlive(mesh)) {
|
|
return std::nullopt;
|
|
}
|
|
return resources.getBounds(mesh);
|
|
}
|
|
|
|
sophia::Entity ScenePanel::pick(const Ray& ray) {
|
|
sophia::Scene& scene = context.getScene();
|
|
|
|
// Meshes are opaque and depth tested, so the nearest one hides anything
|
|
// behind it.
|
|
sophia::Entity nearestMesh;
|
|
float meshDistance = std::numeric_limits<float>::infinity();
|
|
scene.forEachEntity([&](sophia::Entity entity) {
|
|
std::optional<sophia::AABB> bounds = getMeshBounds(entity);
|
|
if (!bounds) {
|
|
return;
|
|
}
|
|
glm::mat4 model = entity.getComponent<sophia::TransformComponent>().mat4();
|
|
std::optional<float> distance =
|
|
intersectBox(ray.origin, ray.direction, model, *bounds);
|
|
if (distance && *distance < meshDistance) {
|
|
nearestMesh = entity;
|
|
meshDistance = *distance;
|
|
}
|
|
});
|
|
|
|
// Sprites in front of that mesh draw over it, in the renderer's order:
|
|
// higher sortOrder on top, then nearer.
|
|
sophia::Entity topSprite;
|
|
std::optional<std::tuple<sophia::s32, float>> topOrder;
|
|
scene.forEachEntity([&](sophia::Entity entity) {
|
|
if (!entity.hasComponent<sophia::SpriteComponent>()) {
|
|
return;
|
|
}
|
|
const auto& sprite = entity.getComponent<sophia::SpriteComponent>();
|
|
glm::mat4 model =
|
|
sprite.getModel(entity.getComponent<sophia::TransformComponent>());
|
|
std::optional<float> distance =
|
|
intersectQuad(ray.origin, ray.direction, model);
|
|
if (!distance || *distance > meshDistance) {
|
|
return;
|
|
}
|
|
|
|
// Negated distance, so nearer compares greater.
|
|
std::tuple order{sprite.sortOrder, -*distance};
|
|
if (!topOrder || order > *topOrder) {
|
|
topSprite = entity;
|
|
topOrder = order;
|
|
}
|
|
});
|
|
|
|
return topSprite ? topSprite : nearestMesh;
|
|
}
|