[API] ImGuizmo (#54)
* [API] ImGuizmo * [Example] Fix ImGuizmo demo Co-authored-by: SpaiR <klimbetoo@gmail.com>
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package imgui.extension.imguizmo;
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import imgui.ImDrawList;
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import imgui.ImGui;
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public final class ImGuizmo {
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private static final float[] MATRICES = new float[4 * 16]; //for drawCubes()
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private ImGuizmo() {
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}
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/*JNI
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#include "_imguizmo.h"
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*/
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private static native void nEnabled(boolean enabled); /*
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ImGuizmo::Enable(enabled);
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*/
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/**
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* Enable/Disable the gizmo.
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*/
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public static void setEnabled(final boolean isEnabled) {
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nEnabled(isEnabled);
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}
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private static native boolean nIsUsing(); /*
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return ImGuizmo::IsUsing();
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*/
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/**
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* Checks to see if we're using the Gizmo.
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*/
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public static boolean isUsing() {
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return nIsUsing();
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}
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private static native boolean nIsOver(); /*
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return ImGuizmo::IsOver();
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*/
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/**
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* Checks to see if we're over the Gizmo.
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*/
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public static boolean isOver() {
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return nIsOver();
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}
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private static native void nSetDrawList(long pointer); /*
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ImGuizmo::SetDrawlist((ImDrawList*)pointer);
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*/
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/**
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* Setting the draw list of the given Gizmo.
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*
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* @param drawList the target drawlist
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*/
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public static void setDrawList(final ImDrawList drawList) {
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nSetDrawList(drawList.ptr);
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}
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/**
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* Setting the default window drawlist.
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*/
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public static void setDrawList() {
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setDrawList(ImGui.getWindowDrawList());
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}
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/**
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* Starts the next frame for the Gizmo.
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* Call this after you've called ImGui.beginFrame().
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*/
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public static native void beginFrame(); /*
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ImGuizmo::BeginFrame();
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*/
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private static native void nDecomposeMatrixToComponents(float[] matrix, float[] translation, float[] rotation, float[] scale); /*
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ImGuizmo::DecomposeMatrixToComponents(matrix, translation, rotation, scale);
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*/
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/**
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* Helper function for manually 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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*
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* @param modelMatrix the model matrix
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* @param translation the model translation
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* @param rotation the model rotation
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* @param scale the model scale
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* @see <a target="_blank" href="https://github.com/CedricGuillemet/ImGuizmo">Reference Page</a>
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*/
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public static void decomposeMatrixToComponents(final float[] modelMatrix, final float[] translation, final float[] rotation, final float[] scale) {
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nDecomposeMatrixToComponents(modelMatrix, translation, rotation, scale);
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}
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private static native void nRecomposeMatrixFromComponents(float[] matrix, float[] translation, float[] rotation, float[] scale); /*
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ImGuizmo::RecomposeMatrixFromComponents(translation, rotation, scale, matrix);
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*/
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/**
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* Helper function for manually 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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*
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* @param modelMatrix the model matrix
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* @param translation the model translation
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* @param rotation the model rotation
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* @param scale the model scale
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* @see <a target="_blank" href="https://github.com/CedricGuillemet/ImGuizmo">Reference Page</a>
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*/
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public static void recomposeMatrixFromComponents(final float[] modelMatrix, final float[] translation, final float[] rotation, final float[] scale) {
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nRecomposeMatrixFromComponents(modelMatrix, translation, rotation, scale);
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}
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public static native void nSetRect(float x, float y, float width, float height); /*
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ImGuizmo::SetRect(x, y, width, height);
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*/
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/**
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* This will set the rect position.
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*
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* @param x x coordinate of the rectangle
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* @param y y coordinate of the rectangle
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* @param width width of the rectangle
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* @param height height of the rectangle
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*/
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public static void setRect(final float x, final float y, final float width, final float height) {
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nSetRect(x, y, width, height);
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}
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private static native void nSetOrthographic(boolean ortho); /*
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ImGuizmo::SetOrthographic(ortho);
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*/
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/**
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* Making sure if we're set to ortho or not.
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*/
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public static void setOrthographic(final boolean ortho) {
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nSetOrthographic(ortho);
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}
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private static native void nDrawCubes(float[] view, float[] projection, float[] matrices, int matrixCount); /*
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ImGuizmo::DrawCubes(view, projection, matrices, matrixCount);
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*/
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/**
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* Drawing an arbitrary cube in the world.
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*
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* @param view target camera view
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* @param projection target camera projection
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* @param cubeMatrices cube matrices (max. 4 cubes allowed)
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*/
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public static void drawCubes(final float[] view, final float[] projection, final float[]... cubeMatrices) {
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if (cubeMatrices.length > 4) {
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throw new IllegalArgumentException("Drawing cubes with ImGuizmo only supports up to 4 cubes because it should only be used for debugging purposes");
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}
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for (int i = 0, cubeMatricesLength = cubeMatrices.length; i < cubeMatricesLength; i++) {
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final float[] cubeMatrix = cubeMatrices[i];
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System.arraycopy(cubeMatrix, 0, MATRICES, i * cubeMatrix.length, cubeMatrix.length);
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}
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nDrawCubes(view, projection, MATRICES, cubeMatrices.length);
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}
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private static native void nDrawGrid(float[] view, float[] projection, float[] matrix, int gridSize); /*
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ImGuizmo::DrawGrid(view, projection, matrix, gridSize);
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*/
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/**
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* Drawing a grid to the world (should only be used for debugging purposes).
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*
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* @param view target camera view
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* @param projection target camera projection
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* @param matrix grid matrix
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* @param gridSize grid size
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*/
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public static void drawGrid(final float[] view, final float[] projection, final float[] matrix, final int gridSize) {
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nDrawGrid(view, projection, matrix, gridSize);
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}
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private static native void nManipulate(float[] view, float[] projection, int operation, int mode, float[] matrix); /*
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ImGuizmo::Manipulate(view, projection, (ImGuizmo::OPERATION) operation, (ImGuizmo::MODE) mode, matrix);
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*/
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private static native void nManipulate(float[] view, float[] projection, int operation, int mode, float[] matrix, float[] snap); /*
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ImGuizmo::Manipulate(view, projection, (ImGuizmo::OPERATION) operation, (ImGuizmo::MODE) mode, matrix, NULL, snap);
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*/
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private static native void nManipulate(float[] view, float[] projection, int operation, int mode, float[] matrix, float[] snap, float[] bounds); /*
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ImGuizmo::Manipulate(view, projection, (ImGuizmo::OPERATION) operation, (ImGuizmo::MODE) mode, matrix, NULL, snap, bounds, NULL);
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*/
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private static native void nManipulate(float[] view, float[] projection, int operation, int mode, float[] matrix, float[] snap, float[] bounds, float[] boundsSnap); /*
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ImGuizmo::Manipulate(view, projection, (ImGuizmo::OPERATION) operation, (ImGuizmo::MODE) mode, matrix, NULL, snap, bounds, boundsSnap);
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*/
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private static native void nManipulate(float[] view, float[] projection, int operation, int mode, float[] matrix, float[] deltaMatrix, float[] snap, float[] bounds, float[] boundsSnap); /*
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ImGuizmo::Manipulate(view, projection, (ImGuizmo::OPERATION) operation, (ImGuizmo::MODE) mode, matrix, deltaMatrix, snap, bounds, boundsSnap);
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*/
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/**
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* Manipulating the given model matrix.
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*
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* @param view target camera view
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* @param projection target camera projection
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* @param modelMatrix model matrix
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* @param operation target operation
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* @param mode target mode
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*/
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public static void manipulate(final float[] view, final float[] projection, final float[] modelMatrix, final int operation, final int mode) {
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nManipulate(view, projection, operation, mode, modelMatrix);
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}
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/**
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* Manipulating the given model matrix with snap feature enabled!
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*
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* @param view target camera view
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* @param projection target camera projection
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* @param modelMatrix model matrix
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* @param operation target operation
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* @param mode target mode
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* @param snap snap value
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*/
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public static void manipulate(final float[] view, final float[] projection, final float[] modelMatrix, final int operation, final int mode, final float[] snap) {
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nManipulate(view, projection, operation, mode, modelMatrix, snap);
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}
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/**
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* Manipulating the given model matrix with snap and bounds feature enabled!
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*
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* @param view target camera view
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* @param projection target camera projection
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* @param modelMatrix model matrix
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* @param operation target operation
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* @param mode target mode
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* @param snap snap value
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* @param bounds bounds value
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*/
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public static void manipulate(final float[] view, final float[] projection, final float[] modelMatrix, final int operation, final int mode, final float[] snap, final float[] bounds) {
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nManipulate(view, projection, operation, mode, modelMatrix, snap, bounds);
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}
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/**
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* Manipulating the given model matrix with snap and bounds(snap) feature enabled!
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*
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* @param view target camera view
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* @param projection target camera projection
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* @param modelMatrix model matrix
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* @param operation target operation
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* @param mode target mode
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* @param snap snap value
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* @param bounds bounds value
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* @param boundsSnap bounds snap value
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*/
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public static void manipulate(final float[] view, final float[] projection, final float[] modelMatrix, final int operation, final int mode, final float[] snap, final float[] bounds, final float[] boundsSnap) {
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nManipulate(view, projection, operation, mode, modelMatrix, snap, bounds, boundsSnap);
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}
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/**
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* Manipulating the given model matrix with delta matrix
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*
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* @param view target camera view
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* @param projection target camera projection
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* @param modelMatrix model matrix
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* @param deltaMatrix delta matrix
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* @param operation target operation
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* @param mode target mode
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* @param snap snap value
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* @param bounds bounds value
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* @param boundsSnap bounds snap value
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*/
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public static void manipulate(final float[] view, final float[] projection, final float[] modelMatrix, final float[] deltaMatrix, final int operation, final int mode, final float[] snap, final float[] bounds, final float[] boundsSnap) {
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nManipulate(view, projection, operation, mode, modelMatrix, deltaMatrix, snap, bounds, boundsSnap);
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}
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private static native void nViewManipulate(float[] view, float length, float[] position, float[] size, int color); /*
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ImGuizmo::ViewManipulate(view, length, ImVec2(position[0], position[1]), ImVec2(size[0], size[1]), (ImU32) color);
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*/
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/**
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* Manipulating the view
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*
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* @param view target camera view
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* @param length camera distance/length
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* @param position position
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* @param size size
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* @param color color
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*/
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public static void viewManipulate(final float[] view, final float length, final float[] position, final float[] size, final int color) {
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nViewManipulate(view, length, position, size, color);
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}
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private static native void nSetId(int id); /*
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ImGuizmo::SetID(id);
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*/
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/**
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* This will update the current id
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*/
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public static void setId(final int id) {
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nSetId(id);
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}
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private static native boolean nIsOver(int operation); /*
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return ImGuizmo::IsOver((ImGuizmo::OPERATION) operation);
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*/
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/**
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* Checks if we're over the current operation
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*
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* One of:
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* <table summary="">
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* <tr>
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* <td>{@link imgui.extension.imguizmo.flag.Operation#ROTATE}</td>
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* <td>{@link imgui.extension.imguizmo.flag.Operation#SCALE}</td>
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* <td>{@link imgui.extension.imguizmo.flag.Operation#TRANSLATE}</td>
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* </tr>
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* </table>
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*
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* @param operation target
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*/
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public static boolean isOver(final int operation) {
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return nIsOver(operation);
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}
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private static native void nSetGizmoSizeClipSpace(float value); /*
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ImGuizmo::SetGizmoSizeClipSpace(value);
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*/
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private static native void nAllowAxisFlip(boolean value); /*
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ImGuizmo::AllowAxisFlip(value);
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*/
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/**
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* This will update the current axis flip value
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*/
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public static void setAllowAxisFlip(final boolean value) {
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nAllowAxisFlip(value);
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}
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}
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@@ -0,0 +1,9 @@
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package imgui.extension.imguizmo.flag;
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public final class Mode {
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private Mode() {
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}
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public static final int LOCAL = 0;
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public static final int WORLD = 1;
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}
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@@ -0,0 +1,64 @@
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package imgui.extension.imguizmo.flag;
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/**
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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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*/
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public final class Operation {
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private Operation() {
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}
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/**
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* Translating X axis
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*/
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public static final int TRANSLATE_X = 1;
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/**
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* Translating Y axis
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*/
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public static final int TRANSLATE_Y = 1 << 1;
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/**
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* Translating Z axis
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*/
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public static final int TRANSLATE_Z = 1 << 2;
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/**
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* Rotating X axis
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*/
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public static final int ROTATE_X = 1 << 3;
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/**
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* Rotating Y axis
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*/
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public static final int ROTATE_Y = 1 << 4;
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/**
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* Rotating Z axis
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*/
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public static final int ROTATE_Z = 1 << 5;
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/**
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* Rotating screen
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*/
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public static final int ROTATE_SCREEN = 1 << 6;
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/**
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* Scaling X axis
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*/
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public static final int SCALE_X = 1 << 7;
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/**
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* Scaling Y axis
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*/
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public static final int SCALE_Y = 1 << 8;
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/**
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* Scaling Z axis
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*/
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public static final int SCALE_Z = 1 << 9;
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/**
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* Translating all axis
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*/
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public static final int TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z;
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/**
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* Rotating all axis
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*/
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public static final int ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN;
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/**
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* Scaling all axis
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*/
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public static final int SCALE = SCALE_X | SCALE_Y | SCALE_Z;
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}
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@@ -0,0 +1,4 @@
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#pragma once
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#include "_common.h"
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#include "ImGuizmo.h"
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