Comments (3)
Having multiple gizmos would be a very nice feature to have. I have objects with multiple sub objects, and being able to manipulate their positions without having to click on each one in the editor would be very nice.
from imguizmo.
Had a quick attempt doing this, works until the mouse hovers over another gizmo. I may just leave it for the mean time and work around this by just using 1 gizmo at a time. I'd still like to get it working, but I don't want to make any too intrusive changes just yet.
from imguizmo.
I don't think having multiple gizmos is a good idea. It's technically possible to push gizmos in an array until next call to newFrame. As you application seems to use editable anchors, I'd suggest you to show something similar to this:
A selectable anchor that shows the gizmo only for the selected one.
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 5
- 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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from imguizmo.