Comments (4)
After some thought it occurred to me that there may be several different matrix conventions and actually that is the case. ImGuizmo is using row convention where opengl uses column convention. So matrix has to be converted using these:
void ToImGuizmo(float* dest, const Matrix4& src)
{
for (auto row = 0; row < 4; row++)
{
for (auto col = 0; col < 4; col++)
dest[row * 4 + col] = src.Data()[col * 4 + row];
}
}
void FromImGuizmo(Matrix4& dest, float* src)
{
for (auto row = 0; row < 4; row++)
{
for (auto col = 0; col < 4; col++)
(&dest.m00_)[col * 4 + row] = src[row * 4 + col];
}
}
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Hey @CedricGuillemet, i am also facing same issue trying to integrate ImGuizmo into AtomicGameEngine. Engine uses following coordinate system:
Left-handed coordinates. Positive X, Y & Z axes point to the right, up, and forward, and positive rotation is clockwise.
I have a self-contained testcase, although it is pretty fat as repository pulls in entire engine. If offer still stands you may take a look: https://github.com/rokups/CSGBoolOpsTest (do not forget to clone submodules). Engine has all dependencies bundled and you should not need to do anything else than running plain cmake && make
on cloned folder.
In "Debug" window try adjusting z component of translation. Gizmo can be visible right in the center although it looks weird. Holding right mouse button and moving camera tiny bit makes gizmo move to opposite direction. Besides, shouldnt gizmo be always visible as long as ImGuizmo::Manipulate()
is called?
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@rokups Thanks for the code. Unfortunately, switching between row-major and column-major matrices doesn't help in my setup.
@CedricGuillemet Sorry about not getting back to you until now. I'm afraid my application has multiple dependencies, some of which I'm not at the liberty to distribute.
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Related Issues (20)
- ImGuizmo scaling issue when position is origin HOT 16
- 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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