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imGuIZMO.quat/readme.md

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# imGuIZMO.quat  v3.0
**imGuIZMO.quat** is a [**ImGui**](https://github.com/ocornut/imgui) widget: like a trackball it provides a way to rotate models, lights, or objects with mouse, and graphically visualize their position in space, also around any single axis (*Shift/Ctrl/Alt/Super*). It uses **quaternions** algebra, internally, to manage rotations, but offers the possibility also to interfacing with **vec3**, **vec4** or **mat4x4** (rotation)
- Since v3.0 you can also **move/zoom** objects via new **Pan** & **Dolly** features
With **imGuIZMO.quat** you can manipulate an object **with only 4 code lines!**     *(read below)*
**imGuIZMO.quat** is written in C++ (C++11) and consist of two files `imGuIZMOquat.h` and `imGuIZMOuat.cpp`, uses `vGizmo.h` [**virtualGizmo3D**](https://github.com/BrutPitt/virtualGizmo3D) (my *header only* screen manipulator tool in *Immediate Mode*) and [**vgMath**](https://github.com/BrutPitt/vgMath) a compact (my *single file header only*) vectors/matrices/quaternions tool/lib that makes **imGuIZMO.quat** standalone.
**No other files or external libraries are required**, except [**ImGui**](https://github.com/ocornut/imgui) (of course).
You can use [**vgMath**](https://github.com/BrutPitt/vgMath) also externally, for your purposes: it contains classes to manipulate **vec**tors (with 2/3/4 components), **quat**ernions, square **mat**ricies (3x3 and 4x4), both as *simple* single precision `float` **classes** (*Default*) or, enabling **template classes** (*simply adding a* `#define`), both as `float` and `double` data types (also `int` and `uint` vec*). It contains also 4 helper functions to define Model/View matrix: **perspective**, **frustum**, **lookAt**, **ortho**
If need a larger/complete library, as alternative to **vgMath**, is also possible to interface **imGuIZMO.quat** with [**glm** mathematics library](https://github.com/g-truc/glm) (*simply adding a* `#define`)
==>  **Please, read [**Configure ImGuIZMO.quad**](#Configure-ImGuIZMOquat) section.*
### Live WebGL2 demo
You can run/test **WebGL 2** examples of **imGuIZMO** from following links:
- [**imGuIZMO.quat** ImGui widget + 3D Pan/Dolly (move/zoom) screen manipulator](https://brutpitt.github.io/myRepos/imGuIZMO/example/WebGL/wgl_qjSetVG.html)
- [**imGuIZMO.quat** ImGui widget manipulator (only)](https://brutpitt.github.io/myRepos/imGuIZMO/example/WebGL/wgl_qjSet.html), now with 3D Pan/Dolly (move/zoom) features - **since v3.0*
<p align="center"><a href="https://brutpitt.github.io/imGuIZMO.quat/example/WebGL/wgl_qjSetVG.html">
<img src="https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/imGuIZMO.gif"></a>
</p>
It works only on browsers with **WebGl 2** and *webAssembly* support (FireFox/Opera/Chrome and Chromium based). Test if your browser supports **WebGL2**, here: [WebGL2 Report](http://webglreport.com/?v=2)
****imGuIZMO.quat** was originally developed (currently used) for my **[glChAoS.P](https://github.com/BrutPitt/glChAoS.P)** project: consult the source code for more examples.*
### Mouse buttons and key modifiers
These are all mouse and keyModifiers controls internally used:
- **leftButton** & drag -> free rotation axes
- **rightButton** & drag -> free rotation spot &nbsp; &nbsp; **(used only in **Axes+Spot** widget)*
- **middleButton** / **bothButtons** & drag -> move together axes & spot &nbsp; &nbsp; **(used only in **Axes+Spot** widget)*
Based on the type of widget it can do
- **Rotation around a fixed axis**
- **leftButton**+**SHIFT** & drag -> rotation around X
- **leftButton**+**CTRL** & drag -> rotation around Y
- **leftButton**+**ALT**|**SUPER** & drag -> rotation around Z
- **Pan & Dolly** (move / zoom) - **since v3.0*
- **Shft+btn** -> Dolly/Zoom
- **Wheel** -> Dolly/Zoom
- **Ctrl+btn** -> Pan/Move
**you can change default key modifier for Pan/Dolly movements, read below*
<p><br></p>
## How to use [imGuIZMO.quat](https://brutpitt.github.io/imGuIZMO.quat) to manipulate an object with 4 code lines
To use **imGuIZMO.quat** need to include `imGuIZMOquat.h` file in your code.
```cpp
#include "imGuIZMOquat.h"
```
You can think of declaring declare an object of type `quat` (quaternion), global or static or as member of your class, to maintain track of rotations:
```cpp
// For imGuIZMO, declare static or global variable or member class quaternion
quat qRot = quat(1.f, 0.f, 0.f, 0.f);
```
In your **ImGui** window you call/declare a widget...
```cpp
ImGui::gizmo3D("##gizmo1", qRot /*, size, mode */);
```
Finally in your render function (or where you prefer) you can get back the transformations matrix
```cpp
mat4 modelMatrix = mat4_cast(qRot);
// now you have modelMatrix with rotation then can build MV and MVP matrix
```
now you have modelMatrix with rotation then can build MV and MVP matrix
### alternately
Maybe can be more elegant to add two helper functions
```cpp
// two helper functions, not really necessary (but comfortable)
void setRotation(const quat &q) { qRot = q; }
quat& getRotation() { return qRot; }
```
And to change the widget call
```cpp
quat qt = getRotation();
if(ImGui::gizmo3D("##gizmo1", qt /*, size, mode */)) { setRotation(qt); }
```
but the essence of the code does not change
### Pan & Dolly - v3.0
From ver. 3.0 you can use all widgets also to "move" the objects, using Pan (x,y) & Dolly (z):
```cpp
// declare static or global variable or member class (quat -> rotation)
quat qRot = quat(1.f, 0.f, 0.f, 0.f);
// declare static or global variable or member class (vec3 -> Pan/Dolly)
vec3 PanDolly(0.f);
```
In your **ImGui** window you call/declare a widget...
```cpp
// Call new function available from v.3.0 imGuIZMO.quat
ImGui::gizmo3D("##gizmo1", PanDolly, qRot /*, size, mode */);
// PanDolly returns/changes (x,y,z) values, depending on Pan/Dolly movements
```
In your render function (or where you prefer) you can get back the transformations matrix
```cpp
// if you need a "translation" matrix with Pan/Dolly values
mat4 mTranslate(1.f); translate(mTranslate, vec4(PanDolly, 1.f));
mat4 modelMatrix = mat4_cast(qRot);
// now you have modelMatrix with rotation then can build MV and MVP matrix
```
<p>&nbsp;<br>&nbsp;<br></p>
## Widget types
**Axes mode:**
```cpp
quat qt = getRotation();
// get/setRotation are helper funcs that you have ideally defined to manage your global/member objs
if(ImGui::gizmo3D("##gizmo1", qt /*, size, mode */)) { setRotation(qt); }
// or explicitly
static vec4 dir;
ImGui::gizmo3D("##Dir1", dir, 100, imguiGizmo::mode3Axes|guiGizmo::cubeAtOrigin);
// Default size: ImGui::GetFrameHeightWithSpacing()*4
// Default mode: guiGizmo::mode3Axes|guiGizmo::cubeAtOrigin -> 3 Axes with cube @ origin
```
**Directional arrow:**
```cpp
// I assume, for a vec3, a direction starting from origin, so if you use a vec3 to identify
// a light spot toward origin need to change direction
vec3 light(-getLight()));
// get/setLigth are helper funcs that you have ideally defined to manage your global/member objs
if(ImGui::gizmo3D("##Dir1", light /*, size, mode */) setLight(-light);
// or explicitly
if(ImGui::gizmo3D("##Dir1", light, 100, imguiGizmo::modeDirection) setLight(-light);
// Default arrow color is YELLOW: ImVec4(1.0, 1.0, 0.0, 1.0);
```
**Directional plane:**
```cpp
static vec3 dir(1.0, 0.0, 0.0);
if(ImGui::gizmo3D("##Dir1", dir, 100, imguiGizmo::modeDirPlane) { }
// Default direction color is same of default arrow color: YELLOW -> ImVec4(1.0, 1.0, 0.0, 1.0);
// Default plane color is: ImVec4(0.0f, 0.5f, 1.0f, STARTING_ALPHA_PLANE);
```
**Axes + spot:**
```cpp
// I assume, for a vec3, a direction starting from origin, so if you use a vec3 to identify
// a light spot toward origin need to change direction, it's maintained for uniformity even in spot
vec3 light(-getLight()));
quat qt = getRotation();
// get/setLigth get/setRotation are helper funcs that you have ideally defined to manage your global/member objs
if(ImGui::gizmo3D("##gizmo1", qt, light /*, size, mode */)) {
setLight(-light);
setRotation(qt);
}
// Default size: ImGui::GetFrameHeightWithSpacing()*4
// Default mode: guiGizmo::mode3Axes|guiGizmo::cubeAtOrigin -> 3 Axes with cube @ origin
// Default spot color is same of default arrow color: YELLOW -> ImVec4(1.0, 1.0, 0.0, 1.0);
```
### Added since version 3.0
To each of the functions listed above was added a `vec3` parameter, as second parameter, to get the object movement: **Pan/Dolly**, so the **Axes mode** function becomes:
**Axes mode + Pan/Dolly:**
```cpp
quat qt = getRotation();
vec3 pos = getPosition();
// get/setRotation and get/setPosition are helper funcs that you have ideally defined to manage your global/member objs
if(ImGui::gizmo3D("##gizmo1", pos, qt /*, size, mode */)) { setRotation(qt); setPosition(pos); }
// or explicitly
static quat q(1.f, 0.f, 0.f, 0.f);
static vec3 pos(0.f);
ImGui::gizmo3D("##Dir1", pos, q, 100, imguiGizmo::mode3Axes|guiGizmo::cubeAtOrigin);
// Default size: ImGui::GetFrameHeightWithSpacing()*4
// Default mode: guiGizmo::mode3Axes|guiGizmo::cubeAtOrigin -> 3 Axes with cube @ origin
```
... and so on, for all listed above functions: &nbsp; **look the new function prototypes, below.*
### **Prototypes**
All possible widget calls (rotations only):
```cpp
IMGUI_API bool gizmo3D(const char*, quat&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::mode3Axes|imguiGizmo::cubeAtOrigin);
IMGUI_API bool gizmo3D(const char*, vec4&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::mode3Axes|imguiGizmo::cubeAtOrigin);
IMGUI_API bool gizmo3D(const char*, vec3&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::modeDirection);
IMGUI_API bool gizmo3D(const char*, quat&, quat&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::modeDual|imguiGizmo::cubeAtOrigin);
IMGUI_API bool gizmo3D(const char*, quat&, vec4&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::modeDual|imguiGizmo::cubeAtOrigin);
IMGUI_API bool gizmo3D(const char*, quat&, vec3&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::modeDual|imguiGizmo::cubeAtOrigin);
```
from v.3.0 have been added other calls that pass/return **Pan/Dolly** (x,y,z) position: same as above, but with `vec3` (Pan/Dolly position) as second parameter:
```cpp
//with Pan & Dolly feature
IMGUI_API bool gizmo3D(const char*, vec3&, quat&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::mode3Axes|imguiGizmo::cubeAtOrigin);
IMGUI_API bool gizmo3D(const char*, vec3&, vec4&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::mode3Axes|imguiGizmo::cubeAtOrigin);
IMGUI_API bool gizmo3D(const char*, vec3&, vec3&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::modeDirection);
IMGUI_API bool gizmo3D(const char*, vec3&, quat&, quat&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::modeDual|imguiGizmo::cubeAtOrigin);
IMGUI_API bool gizmo3D(const char*, vec3&, quat&, vec4&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::modeDual|imguiGizmo::cubeAtOrigin);
IMGUI_API bool gizmo3D(const char*, vec3&, quat&, vec3&, float=IMGUIZMO_DEF_SIZE, const int=imguiGizmo::modeDual|imguiGizmo::cubeAtOrigin);
```
<p> &nbsp; </p>
For for more details, more customizations, or how to change sizes, color, thickness, etc... examine the attached example source code (`uiMainDlg.cpp` file), or again `imGuIZMOquat.h`, `imGuIZMOquat.cpp` files: they are well commented.
The widget are also used in **[glChAoS.P](https://github.com/BrutPitt/glChAoS.P)** project.
**If you want use (also) full-screen manipulator, outside **ImGui** widget, look at [**virtualGizmo3D**](https://github.com/BrutPitt/virtualGizmo3D) (is its feature)... also in attached example, enabling `#define GLAPP_USE_VIRTUALGIZMO` define in `glWindow.cpp` file*
**Sizes and colors**
To change size and color of one or all widgets, **imGuIZMO.quat** have some [helper funcs](https://github.com/BrutPitt/imGuIZMO.quat/blob/master/imGuIZMO.quat/imGuIZMOquat.h#L115#L145)
Just an example...
To change the default color for all ARROW-Direction widgets call once (maybe in your **ImGui** style-settings func):
```cpp
imguiGizmo::setDirectionColor(ImVec4(0.5, 1.0, 0.3, 1.0)); // change the default ArrowDirection color
```
Instead to change the color of a single widget:
```cpp
imguiGizmo::setDirectionColor(ImVec4(0.5, 1.0, 0.3, 1.0)); // change ArrowDirection color
ImGui::gizmo3D("##Dir1", dir); // display widget with changed color
imguiGizmo::restoreDirectionColor(); // restore old ArrowDirection color
```
It's like the push/pop mechanism used in **ImGui**, but only that I don't have a stack (for now I don't see the reason): just a single variable where to save the value. The other functions work in the same way.
**Mouse sensitivity** - since v2.2
```cpp
// Call it once, to set all widgets... or if you need it
// default 1.0, >1 more mouse sensitivity, <1 less mouse sensitivity
static void setGizmoFeelingRot(float f) { gizmoFeelingRot = f; }
static float getGizmoFeelingRot() { return gizmoFeelingRot; }
```
**Pan/Dolly change/set key modifier** - since v3.0
```cpp
// available vgModifiers values:
// evShiftModifier -> Shift - default for Dolly
// evControlModifier -> Ctrl - default for Pan
// evAltModifier -> Alt
// evSuperModifier -> Super
static void setPanModifier(vgModifiers v) { panMod = v; } // Change default assignment for Pan
static void setDollyModifier(vgModifiers v) { panMod = v; } // Change default assignment for Dolly
```
**Pan/Dolly scale** - since v3.0
```cpp
// Call it once, to set all widgets... or if you need it
// default 1.0, >1 more, <1 less
// Set the mouse response for the dolly operation... also wheel
static void setDollyScale(float scale) { dollyScale = scale; }
static float getDollyScale() { return dollyScale; }
// Set the mouse response for pan
static void setPanScale(float scale) { panScale = scale; }
static float getPanScale() { return panScale; }
```
<p>&nbsp;<br></p>
## All widgets visualization
**FOUR** widget types are provided, (six function calls with different parameters: *quaternion, vec4, vec3* for different uses) each of them customizable with several graphics options:
### Axes mode
| ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/A001.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/A002.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/A003.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/A004.jpg) |
| :---: | :---: | :---: | :---: |
### Directional arrow
| ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/B001.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/B002.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/U0009.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/B003.jpg) |
| :---: | :---: | :---: | :---: |
### Plane direction
| ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/U0006.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/U0008.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/U0010.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/U0011.jpg) |
| :---: | :---: | :---: | :---: |
### Axes + spot
| ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/U0003.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/C004.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/U0001.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/C003.jpg) |
| :---: | :---: | :---: | :---: |
### And much more...
Full configurable: length, thickness, dimensions, number of polygon slices, colors and sphere tessellation:
| ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/D002.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/U0005.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/D001.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/U0007.jpg)| ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/D003.jpg) |
| :---: | :---: | :---: | :---: | :---: |
### Helper on specific feature
Now, when the mouse is hovered and the modifier key is pressed, a graphic helper is displayed to identify the relative functionality currently set:
| rotation around X | rotation around Y | rotation around Z | Pan / move | Dolly / zoom |
| :---: | :---: | :---: | :---: | :---: |
| ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/rotX.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/rotY.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/rotZ.jpg) | ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/Pan.jpg)| ![alt text](https://raw.githubusercontent.com/BrutPitt/myRepos/master/imGuIZMO/screenshots/Dolly.jpg) |
<p>&nbsp;<br>&nbsp;<br></p>
## Configure ImGuIZMOquat
**ImGuIZMOquat** and [**virtualGizmo3D**](https://github.com/BrutPitt/virtualGizmo3D) use [**vgMath**](https://github.com/BrutPitt/vgMath) tool, it contains a group of vector/matrices/quaternion classes, operators, and principal functions. It uses the "glsl" convention for types and function names so is compatible with **glm** types and function calls: [**vgMath**](https://github.com/BrutPitt/vgMath) is a subset of [**glm** mathematics library](https://github.com/g-truc/glm) and so you can use first or upgrade to second via a simple `#define`. However [**vgMath**](https://github.com/BrutPitt/vgMath) does not want replicate **glm**, is only intended to make **virtalGizmo3D** / **ImGuIZMOquat** standalone, and avoid **template classes** use in the cases of low resources or embedded systems.
The file `vgConfig.h` allows to configure internal math used form **ImGuIZMO.quat** and **virtalGizmo3D**. In particular is possible select between:
- simple **float** classes (*Default*) / template classes
- internal **vgMath** tool (*Default*) / **glm** mathematics library
- **Right** (*Default*) / **Left** handed coordinate system (*lookAt, perspective, ortho, frustum - functions*)
- Add additional HLSL types name convention
- **enable** (*Default*) / **disable** the automatic entry of `using namespace vgm;` at end of `vgMath.h` (it influences only your external use of `vgMath.h`)
You can do this simply by commenting / uncommenting a line in `vgConfig.h` or adding related "define" to your project, as you can see below:
```cpp
// uncomment to use TEMPLATE internal vgMath classes/types
//
// This is if you need to extend the use of different math types in your code
// or for your purposes, there are predefined alias:
// float ==> vec2 / vec3 / vec4 / quat / mat3|mat3x3 / mat4|mat4x4
// and more TEMPLATE (only!) alias:
// double ==> dvec2 / dvec3 / dvec4 / dquat / dmat3|dmat3x3 / dmat4|dmat4x4
// int ==> ivec2 / ivec3 / ivec4
// uint ==> uvec2 / uvec3 / uvec4
// If you select TEMPLATE classes the widget too will use internally them
// with single precision (float)
//
// Default ==> NO template
//------------------------------------------------------------------------------
//#define VGM_USES_TEMPLATE
```
```cpp
// uncomment to use "glm" (0.9.9 or higher) library instead of vgMath
// Need to have "glm" installed and in your INCLUDE research compiler path
//
// vgMath is a subset of "glm" and is compatible with glm types and calls
// change only namespace from "vgm" to "glm". It's automatically set by
// including vGizmo.h or vgMath.h or imGuIZMOquat.h
//
// Default ==> use vgMath
// If you enable GLM use, automatically is enabled also VGM_USES_TEMPLATE
// if you can, I recommend to use GLM
//------------------------------------------------------------------------------
//#define VGIZMO_USES_GLM
```
```cpp
// uncomment to use LeftHanded
//
// This is used only in: lookAt / perspective / ortho / frustrum - functions
// DX is LeftHanded, OpenGL is RightHanded
//
// Default ==> RightHanded
//------------------------------------------------------------------------------
//#define VGM_USES_LEFT_HAND_AXES
```
**Since v.2.1**
```cpp
// uncomment to avoid vgMath.h add folow line code:
// using namespace vgm | glm; // if (!VGIZMO_USES_GLM | VGIZMO_USES_GLM)
//
// Automatically "using namespace" is added to the end vgMath.h:
// it help to maintain compatibilty between vgMath & glm declaration types,
// but can go in confict with other pre-exist data types in your project
//
// note: this is only if you use vgMath.h in your project, for your data types:
// it have no effect for vGizmo | imGuIZMO internal use
//
// Default ==> vgMath.h add: using namespace vgm | glm;
//------------------------------------------------------------------------------
//#define VGM_DISABLE_AUTO_NAMESPACE
```
```cpp
// uncomment to use HLSL name types (in addition!)
//
// It add also the HLSL notation in addition to existing one:
// alias types:
// float ==> float2 / float3 / float4 / quat / float3x3 / float4x4
// and more TEMPLATE (only!) alias:
// double ==> double2 / double3 / double4 / dquat / double3x3 / double4x4
// int ==> int2 / int3 / int4
// uint ==> uint2 / uint3 / uint4
//
// Default ==> NO HLSL alia types defined
//------------------------------------------------------------------------------
//#define VGM_USES_HLSL_TYPES
```
**Since v.3.0**
```cpp
//------------------------------------------------------------------------------
// imGuiZmo.quat - v3.0 and later - (used only inside it)
//
// Used to remove Pan & Dolly feature to imGuIZMO.quat widget and to use
// only rotation feature (like v2.2 and above)
//
// Pan/Dolly use virtualGizmo3DClass just a little bit complex of
// virtualGizmoClass that uses only "quat" rotations
// uncomment for very low resources ==> Pan & Dolly will be disabled
//
// Default ==> Pan & Dolly enabled
//------------------------------------------------------------------------------
//#define IMGUIZMO_USE_ONLY_ROT
```
For default **imGuIZMO.quat** search **dear imgui** `.h` files inside a `imgui` subfolder insert in your INCLUDE search paths, according this call: `#include <imgui/imgui.h>`
You can modify this behavior modifing the following parameter/define:
```cpp
//------------------------------------------------------------------------------
// imGuiZmo.quat - v3.0 and later - (used only inside it)
//
// used to specify where ImGui include files should be searched
// #define IMGUIZMO_IMGUI_FOLDER
// is equivalent to use:
// #include <imgui.h>
// #include <imgui_internal.h>
// #define IMGUIZMO_IMGUI_FOLDER myLibs/ImGui/
// (final slash is REQUIRED) is equivalent to use:
// #include <myLib/ImGui/imgui.h>
// #include <myLib/ImGui/imgui_internal.h>
// Default: IMGUIZMO_IMGUI_FOLDER commented/undefined
// is equivalent to use:
// #include <imgui/imgui.h>
// #include <imgui/imgui_internal.h>
//
// N.B. Final slash to end of path is REQUIRED!
//------------------------------------------------------------------------------
// #define IMGUIZMO_IMGUI_FOLDER ImGui/
```
**about this last `#define` you can read also the [**issue #5**](https://github.com/BrutPitt/imGuIZMO.quat/issues/5)*
- *If your project grows you can upgrade/pass to **glm**, in any moment*
- *My [**glChAoS.P**](https://github.com/BrutPitt/glChAoS.P) project can switch from internal **vgMath** (`VGIZMO_USES_TEMPLATE`) to **glm** (`VGIZMO_USES_GLM`), and vice versa, only changing defines: you can examine it as example*
<p>&nbsp;<br></p>
### Building Example
The source code example shown in the animated gif screenshot, is provided.
In example I use **GLFW** or **SDL2** (via `#define GLAPP_USE_SDL`) with **OpenGL**, but it is simple to change if you use Vulkan/DirectX/etc, other frameworks (like GLUT) or native OS access.
To build it you can use CMake (3.10 or higher) or the Visual Studio solution project (for VS 2017) in Windows.
You need to have [**GLFW**](https://www.glfw.org/) (or [**SDL**](https://libsdl.org/)) in your compiler search path (LIB/INCLUDE). Instead copy of [**ImGui**](https://github.com/ocornut/imgui) is attached and included in the example.
If want use [**glm**](https://github.com/g-truc/glm), in place of internal [**vgMath**](https://github.com/BrutPitt/vgMath), you need to download it
**CMake**
Use the following command-line defines to enable different options:
- `-DUSE_SDL:BOOL=TRUE` to enable **SDL** framework instead of **GLFW**
- `-DUSE_VIRTUALGIZMO:BOOL=TRUE` to use also (together) [**virtualGizmo3D**](https://github.com/BrutPitt/virtualGizmo3D) to manipulate objects
**these flags are available also in CMakeGUI*
To build [**EMSCRIPTEN**](https://kripken.github.io/emscripten-site/index.html) example, use batch/script files:
* `emsCMakeGen.cmd %EMSCRIPTEN% %BUILD_TYPE%` for **Windows** users
* `sh emsCMakeGen.sh %EMSCRIPTEN% %BUILD_TYPE%` for **Linux** or **OS/X** users
where:
- `%EMSCRIPTEN%` is your emscripten installation path (e.g. `C:\emsdk\emscripten\1.38.10`)
- `%BUILD_TYPE%` is build type: `Debug | Release | RelWithDebInfo | MinSizeRel`
They are located in root example directory, or examine their content to pass appropriate defines/parameters to CMake command line.
**To build with [**EMSCRIPTEN**](https://kripken.github.io/emscripten-site/index.html), obviously you need to have installed EMSCRIPTEN SDK on your computer (1.38.10 or higher)*
**Emscripten in Windows**
To build the **EMSCRIPTEN** version, in Windows, with CMake, need to have **mingw32-make.exe** in your computer and search PATH (only the make utility is enough): it is a condition of EMSDK tool to build with CMake in Windows.
**VS2017 project solution**
* To build **SDL** or **GLFW**, select appropriate build configuration
* If you have **GLFW** and/or **SDL** headers and library directory paths added to `INCLUDE` and `LIB` environment vars, the compiler find them.
* If you want use (also) full-screen manipulator [**virtualGizmo3D**](https://github.com/BrutPitt/virtualGizmo3D) together with **imGuIZMO.quat**, enable `#define GLAPP_USE_VIRTUALGIZMO` define in `glWindow.cpp` file.
* The current VisualStudio project solution refers to my environment variable RAMDISK (`R:`), and subsequent VS intrinsic variables to generate binary output:
`$(RAMDISK)\$(MSBuildProjectDirectoryNoRoot)\$(DefaultPlatformToolset)\$(Platform)\$(Configuration)\`, so without a RAMDISK variable, executable and binary files are outputted in base to the values of these VS variables, starting from root of current drive. &nbsp;&nbsp; *(you will find built binary here... or change it)*