Comments (10)
Hi,
To draw the gizmo in the window, you have to call ImGuizmo::Manipulate when rendering that window with ImGuizmo::SetRect(windowposx, windowposy, windowsizex, windowsizey);
your call to ImGuizmo::Manipulate uses a matrix built on the stack. It will be deleted after }. do the conversion back from matrix to TRS using the matrix decomposition function. and put the values your transform.
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Ok, with window, I'm rendering the gizmo inside the window, but it renders behind it. As I understood, it must overlap it. But.. it went to back.
Thank you for advice!
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instead of calling beginFrame use that function: https://github.com/CedricGuillemet/ImGuizmo/blob/master/ImGuizmo.cpp#L733
it will use the drawlist for the current window instead of creating a new window
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Oh, thank you very much, it helped with window, but something with model/view/projection matrices, what I should do for correct displaying of them?
I have object transform, camera transform and some other camera parameters(fov, width, height, near, far).
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The grid display is for debug/sample purpose only. The clipping is not handled correctly. you should use you own.
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No, no, I'm asking for gizmo positioning. It flew out of object. I want to snap it to object, but I don't know how to get right matrices (model, view and projection).
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You can try with glGetFloatv(GL_MODELVIEW_MATRIX / GL_PROJECTION_MATRIX, m);
And then, when it works substitute with your own matrix computation
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Oh, thank you very much, I've just mixed up camera view matrix and model matrix.
Everything is resolved.
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That's good news! Closing issue.
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instead of calling beginFrame use that function: https://github.com/CedricGuillemet/ImGuizmo/blob/master/ImGuizmo.cpp#L733 it will use the drawlist for the current window instead of creating a new window
the function being referenced is SetDrawlist().
And this should be documented somewhere in the main README.
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Related Issues (20)
- ImGuizmo scaling issue when position is origin HOT 17
- How can modify the code to achieve this scaling gizmo HOT 4
- Example using ViewManipulate when game's view is represented with a Vector3 and a Quaternion? HOT 1
- Platform independent build system and example? HOT 3
- How to use ImGuizmo in UE5?
- Universal Operation Scale doesn't respect ImGuizmo::IsOver()
- ImGuizmo::IsOver() returns true when should not
- [question] How the mesh editing is implemented?
- Snap for universal transform
- Gizmo Flips Depending on View Angle HOT 1
- Support for Right-Handed Systems HOT 3
- Viewport changing when window is moved HOT 1
- adding the gizmo to a window that was just renamed leads to a crash with asan activated
- no guizmo rendered HOT 1
- Exposure of gContext.mbMouseOver
- Camera parented to Guizmo HOT 1
- Manipulate not working
- Updating operation during an active manipulation has unexpected behaviour.
- Gizmo not showing in custom window ( docking branch ) HOT 5
- Assertion fails for ImVector::operator[](int) HOT 8
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