Comments (1)
The implementation would simply convert quat -> mat3 and then call the existing Gizmo
functions, so explicit support for quaternions isn't strictly necessary. Indeed, overloading the Gizmo
functions is difficult since all the arguments are float*
.
Converting quat -> mat3 and back would obviously incur some precision loss however it's probably acceptable (and the return conversion can be avoided if the Gizmo
function returns false).
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Related Issues (20)
- Intersect(Ray, Capsule) HOT 1
- plane drawing issue in local mode HOT 1
- memory leak HOT 3
- Add IM3D_API macro for dll export HOT 2
- Detect NaNs
- wrong behavior when scale the model HOT 3
- Prevent gizmo flip while gizmo is in use
- Question: How to draw multiple shapes in different locations? HOT 2
- Depth testing for Triangle primitives HOT 4
- Custom include for im3d_config.h HOT 1
- Ids don't get reset if some control is still active and no subsequent Im3d::Gizmo call HOT 1
- Plug into existing application HOT 1
- im3d default Camera model does not suppot aspect ratio on height HOT 4
- is it possible to make this tools usable for qt? HOT 1
- Deal with transformed world coordinates. HOT 1
- C Bindings HOT 1
- Question: Weird plane orientation HOT 4
- OSX support HOT 4
- Default IM3D_MALLOC/IM3D_FREE macros should be defined in `im3d.h` HOT 6
- Consider to split `AppData::m_appData` into platform and renderer depended
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