Comments (2)
ImGuizmo uses mouse position reported by imgui. Usualy, when I get mouse position issues, it's because of inverted Y. Do you get a detection when you mouse the mouse verticaly?
For the matrix, maybe you matrix is row major instead of column major. Did you try to use an identity matrix?
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Hello,
First of all thanks a lot, after some research with your answer i managed to get it to work like a charm !
Indeed i found that the gizmo can get flipped on the Y axis (up) when the fov has a bad value like 60, so i managed to fix that issue by using the glm::perspectiveFov method with a fov in radians, and then i flipped each axis manually.
Then i also noticed that i wasn't updated the transform of my object properly (which requires to update the position, rotation and scale of my transform (which is then converted back to my engine to a matrix for parenting and stuff)).
Here the final code i used, if it can help someone else:
ImGuizmo::SetDrawlist();
ImGuizmo::SetRect(rect_pos.x, rect_pos.y, size.x, size.y - 22.0f);
Node* node = editor->getEngine()->getScenesManager()->getActiveScene()->getSceneGraph()->getNodes()[1];
glm::mat4 proj = glm::perspectiveFov(cam->getFov(), size.x, size.y, cam->getClipNear(), cam->getClipFar());
glm::mat4 view = cam->getViewMatrix();
glm::mat4 object = node->transform.getMatrix();
view[0][1] = -view[0][1];
view[1][1] = -view[1][1];
view[2][1] = -view[2][1];
ImGuizmo::Manipulate(
glm::value_ptr(view),
glm::value_ptr(proj),
ImGuizmo::TRANSLATE,
ImGuizmo::LOCAL,
&object[0][0]
);
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
ImGuizmo::DecomposeMatrixToComponents(&object[0][0], matrixTranslation, matrixRotation, matrixScale);
node->transform.setPosition(glm::vec3(matrixTranslation[0], matrixTranslation[1], matrixTranslation[2]));
node->transform.setRotation(glm::vec3(glm::radians(matrixRotation[0]), glm::radians(matrixRotation[1]), glm::radians(matrixRotation[2])));
node->transform.setScale(glm::vec3(matrixScale[0], matrixScale[1], matrixScale[2]));
from imguizmo.
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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