M3: real 3D translate gizmo — the "полноценный 3D-пайплайн" it was chosen for
TranslateGizmo draws three axis handles at the selected GameObject's world position by projecting real 3D points through the real camera's View/Projection (GizmoMath.WorldToScreen) onto ImGui's foreground draw list. Nothing OpenGL-side draws lines yet, so this isn't 3D geometry in the GL sense — but it IS driven by the actual camera matrices, which is what the earlier scoped-2D-vs-full-3D-pipeline choice was actually about: a handle dragged in screen space has to map onto a real 3D axis, and that only means something once there's a real camera to project through. The screenshot below shows exactly that — the axes aren't screen-perpendicular, because the camera at (0,3,6) looking at the origin means they shouldn't be. Dragging a handle re-projects the mouse delta onto the axis's own screen-space direction (GizmoMath.ProjectDragOntoAxis) and writes the result back through GizmoMath.WorldToLocalPosition, which inverts the parent's WorldMatrix rather than writing LocalPosition directly — a parent with non-identity scale or rotation means "move 1 world unit" and "add 1 to LocalPosition" are different amounts, and samples/WindowDemo's ChildQuad (parented under a (2,2,1)-scaled Quad) is exactly that case. Split the actual math into GizmoMath (Engine.Editor.Contracts, no GL/ ImGui/mouse dependency) so it's unit-testable without a window or a real mouse — neither exists in a headless test run, and dragging is exactly the kind of interaction that's easy to get subtly wrong (screen-space ratio direction, perspective sign, parent-scale correctness) without something to check it against beyond eyeballing a screenshot. New Engine.Editor.Tests project, 8 tests: screen-center projection, a behind-camera point returning null, drag-ratio math on both an axis-aligned and a diagonal screen direction, and the parent-scale/ parent-translation inverse-transform cases. All 8 passed on the first run — including the non-uniform-scale case, the one most likely to be subtly wrong. Full suite: 73 tests, all green (65 previous + 8 new). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
This commit is contained in:
@@ -55,6 +55,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Editor.Contracts", "
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EndProject
|
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Editor", "plugins\engine.editor\Engine.Editor\Engine.Editor.csproj", "{B60A3933-923C-4339-98D1-E4C87A76E80B}"
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||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Editor.Tests", "tests\Engine.Editor.Tests\Engine.Editor.Tests.csproj", "{7F1CF468-6717-4152-BA95-2DA1E011B6CB}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@@ -269,6 +271,18 @@ Global
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{B60A3933-923C-4339-98D1-E4C87A76E80B}.Release|x64.Build.0 = Release|Any CPU
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{B60A3933-923C-4339-98D1-E4C87A76E80B}.Release|x86.ActiveCfg = Release|Any CPU
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{B60A3933-923C-4339-98D1-E4C87A76E80B}.Release|x86.Build.0 = Release|Any CPU
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||||
{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Debug|x64.ActiveCfg = Debug|Any CPU
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Debug|x64.Build.0 = Debug|Any CPU
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Debug|x86.ActiveCfg = Debug|Any CPU
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Debug|x86.Build.0 = Debug|Any CPU
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Release|Any CPU.Build.0 = Release|Any CPU
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Release|x64.ActiveCfg = Release|Any CPU
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Release|x64.Build.0 = Release|Any CPU
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Release|x86.ActiveCfg = Release|Any CPU
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB}.Release|x86.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@@ -297,5 +311,6 @@ Global
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{8067C66D-9D49-192B-E4C1-1C024401ACE3} = {07D57EEB-2F50-60C4-C011-FE4FA775C9A8}
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{6A2943F1-1984-470D-BD74-C6E16BB77241} = {8067C66D-9D49-192B-E4C1-1C024401ACE3}
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{B60A3933-923C-4339-98D1-E4C87A76E80B} = {8067C66D-9D49-192B-E4C1-1C024401ACE3}
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{7F1CF468-6717-4152-BA95-2DA1E011B6CB} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
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EndGlobalSection
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EndGlobal
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@@ -0,0 +1,87 @@
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using System.Numerics;
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namespace Engine.Editor.Contracts;
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/// <summary>
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/// The pure math behind a screen-space-drag-to-3D-axis gizmo, split out
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/// from TranslateGizmo (Engine.Editor, which owns the ImGui drawing and
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/// live mouse/GameObject state) specifically so it's unit-testable without
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/// a GL context, a real window, or a mouse — none of which a headless test
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/// run has. See TranslateGizmo's own doc comment for how these three
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/// functions compose into an actual drag.
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/// </summary>
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public static class GizmoMath
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{
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/// <summary>
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/// Projects a world-space point through view*projection to a
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/// screen-space pixel coordinate. Null when the point is behind the
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/// camera (w <= 0) — there's no sane screen position for it, and
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/// drawing one anyway (naive perspective division) would fling it to
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/// whatever's on the opposite side of the screen instead of just not
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/// being there.
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/// </summary>
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public static Vector2? WorldToScreen(Vector3 worldPos, Matrix4x4 viewProjection, Vector2 screenSize)
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{
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var clip = Vector4.Transform(new Vector4(worldPos, 1f), viewProjection);
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if (clip.W <= 0f)
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return null;
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var ndcX = clip.X / clip.W;
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var ndcY = clip.Y / clip.W;
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// NDC's Y axis points up; screen-space pixel Y points down.
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return new Vector2(
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(ndcX * 0.5f + 0.5f) * screenSize.X,
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(1f - (ndcY * 0.5f + 0.5f)) * screenSize.Y);
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}
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/// <summary>
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/// How far along a world-space axis the current drag corresponds to,
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/// in world units. Works entirely in screen space: how far the mouse
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/// moved along the axis's own on-screen direction (not just its raw XY
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/// delta — an axis pointing diagonally on screen needs the component
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/// of the mouse movement that's actually along it), scaled by how many
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/// world units one screen pixel represented for this axis at drag
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/// start (screenLen pixels spanned axisWorldLength world units).
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///
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/// This is a projection-ratio approximation, not true ray/nearest-point
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/// axis math — ratio holds exactly only at the handle's own depth, and
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/// drifts slightly as the object moves toward or away from the camera
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/// mid-drag under perspective projection. Good enough for a first
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/// working gizmo; a real nearest-point-on-ray solve is more machinery
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/// than a single translate handle has earned yet.
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/// </summary>
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public static float ProjectDragOntoAxis(
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Vector2 origin2D, Vector2 tip2D, Vector2 dragStartMouse, Vector2 currentMouse, float axisWorldLength)
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{
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var screenDir = tip2D - origin2D;
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var screenLen = screenDir.Length();
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if (screenLen < 0.0001f)
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return 0f;
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var normalizedDir = screenDir / screenLen;
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var mouseDelta = currentMouse - dragStartMouse;
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var pixelsAlongAxis = Vector2.Dot(mouseDelta, normalizedDir);
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return pixelsAlongAxis / screenLen * axisWorldLength;
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}
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/// <summary>
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/// Converts a desired new world-space position into the local position
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/// GameObject.Transform.LocalPosition needs to produce it — the inverse
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/// of GameObject.WorldMatrix's own composition. Null parentWorldMatrix
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/// (no parent) means local and world are the same space. Matters
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/// specifically because a parent's non-identity scale or rotation means
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/// "move 1 world unit along X" and "add 1 to LocalPosition.X" are not
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/// the same thing — see samples/WindowDemo's ChildQuad, parented under
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/// a GameObject with a non-uniform (2,2,1) scale, which is exactly the
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/// case this needs to get right.
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/// </summary>
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public static Vector3 WorldToLocalPosition(Vector3 worldPos, Matrix4x4? parentWorldMatrix)
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{
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if (parentWorldMatrix is null)
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return worldPos;
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Matrix4x4.Invert(parentWorldMatrix.Value, out var inverse);
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return Vector3.Transform(worldPos, inverse);
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}
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}
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@@ -4,6 +4,7 @@ using Engine.Kernel.Diagnostics;
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using Engine.Kernel.Plugins;
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using Engine.Kernel.Scheduling;
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using Engine.Kernel.World;
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using Engine.Render.Contracts;
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using Engine.Windowing.Contracts;
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using ImGuiNET;
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using Silk.NET.OpenGL;
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@@ -29,16 +30,21 @@ namespace Engine.Editor;
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public sealed class EditorPlugin : IPlugin
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{
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private readonly EditorState _state = new();
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private readonly TranslateGizmo _gizmo = new();
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private GL? _gl;
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private ImGuiController? _controller;
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private ITime? _time;
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private PlayModeController? _playMode;
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private IEngineWindow? _window;
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private ICameraService? _camera;
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public void Configure(IPluginContext ctx)
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{
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var window = ctx.Services.Require<IEngineWindow>();
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var input = ctx.Services.Require<IEngineInput>();
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_time = ctx.Time;
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_window = window;
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_camera = ctx.Services.Require<ICameraService>();
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window.Native.GLContext!.MakeCurrent();
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_gl = window.Native.CreateOpenGL();
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@@ -61,6 +67,8 @@ public sealed class EditorPlugin : IPlugin
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_gl = null;
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_time = null;
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_playMode = null;
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_window = null;
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_camera = null;
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}
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private void DrawUi(IWorld world)
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@@ -101,6 +109,7 @@ public sealed class EditorPlugin : IPlugin
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HierarchyPanel.Draw(world, _state);
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InspectorPanel.Draw(_state);
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_gizmo.Draw(_state, _camera!, _window!);
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_controller.Render();
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}
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@@ -0,0 +1,100 @@
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using System.Numerics;
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using Engine.Editor.Contracts;
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using Engine.Kernel.World;
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using Engine.Render.Contracts;
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using Engine.Windowing.Contracts;
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using ImGuiNET;
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namespace Engine.Editor;
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/// <summary>
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/// M3's actual gizmo, per the "полноценный 3D-пайплайн" choice over a
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/// scoped 2D one: three axis handles at the selected GameObject's world
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/// position, drawn by projecting real 3D points through the real camera's
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/// View/Projection (GizmoMath.WorldToScreen) onto ImGui's foreground draw
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/// list — not OpenGL geometry, since nothing in engine.render draws lines
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/// yet and ImGui's own 2D draw list, fed real 3D-projected coordinates, is
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/// already exactly "a handle dragged in screen space mapped onto a real 3D
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/// axis." Dragging reads GizmoMath.ProjectDragOntoAxis and writes back
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/// through GizmoMath.WorldToLocalPosition — both pure and unit-tested in
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/// Engine.Editor.Tests, since neither needs a GL context or a real mouse to
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/// verify, only this glue does.
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/// </summary>
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internal sealed class TranslateGizmo
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{
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private const float AxisLength = 1.5f;
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private const float HandleRadius = 6f;
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private static readonly Vector3[] AxisDirections = [Vector3.UnitX, Vector3.UnitY, Vector3.UnitZ];
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private int _dragAxis = -1;
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private Vector2 _dragStartMouse;
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private Vector3 _dragStartWorldPosition;
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public void Draw(EditorState state, ICameraService camera, IEngineWindow window)
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{
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var go = state.Selected;
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if (go is null)
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return;
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var screenSize = new Vector2(window.Native.FramebufferSize.X, window.Native.FramebufferSize.Y);
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if (screenSize.X <= 0 || screenSize.Y <= 0)
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return;
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var viewProjection = camera.View * camera.Projection;
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var worldPos = go.WorldMatrix.Translation;
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var origin2D = GizmoMath.WorldToScreen(worldPos, viewProjection, screenSize);
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if (origin2D is null)
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return;
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var mouse = ImGui.GetIO().MousePos;
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var mouseFree = !ImGui.GetIO().WantCaptureMouse;
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var drawList = ImGui.GetForegroundDrawList();
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for (var axis = 0; axis < 3; axis++)
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{
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var tipWorld = worldPos + AxisDirections[axis] * AxisLength;
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var tip2D = GizmoMath.WorldToScreen(tipWorld, viewProjection, screenSize);
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if (tip2D is null)
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continue;
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var color = AxisColor(axis);
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drawList.AddLine(origin2D.Value, tip2D.Value, color, 3f);
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drawList.AddCircleFilled(tip2D.Value, HandleRadius, color);
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var hovering = Vector2.Distance(mouse, tip2D.Value) <= HandleRadius + 2f;
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if (_dragAxis == -1 && hovering && mouseFree && ImGui.IsMouseClicked(ImGuiMouseButton.Left))
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{
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_dragAxis = axis;
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_dragStartMouse = mouse;
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_dragStartWorldPosition = worldPos;
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}
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if (_dragAxis != axis)
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continue;
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if (!ImGui.IsMouseDown(ImGuiMouseButton.Left))
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{
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_dragAxis = -1;
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continue;
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}
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var delta = GizmoMath.ProjectDragOntoAxis(origin2D.Value, tip2D.Value, _dragStartMouse, mouse, AxisLength);
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var newWorldPos = _dragStartWorldPosition + AxisDirections[axis] * delta;
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var parentMatrix = go.Parent?.WorldMatrix;
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var t = go.Transform;
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t.LocalPosition = GizmoMath.WorldToLocalPosition(newWorldPos, parentMatrix);
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go.Transform = t;
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}
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}
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private static uint AxisColor(int axis) => axis switch
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{
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0 => ImGui.ColorConvertFloat4ToU32(new Vector4(1f, 0.25f, 0.25f, 1f)), // X: red
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1 => ImGui.ColorConvertFloat4ToU32(new Vector4(0.3f, 1f, 0.3f, 1f)), // Y: green
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_ => ImGui.ColorConvertFloat4ToU32(new Vector4(0.35f, 0.55f, 1f, 1f)), // Z: blue
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};
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}
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@@ -0,0 +1,22 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<IsPackable>false</IsPackable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="coverlet.collector" Version="6.0.2" />
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
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<PackageReference Include="xunit" Version="2.9.2" />
|
||||
<PackageReference Include="xunit.runner.visualstudio" Version="2.8.2" />
|
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</ItemGroup>
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<ItemGroup>
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||||
<Using Include="Xunit" />
|
||||
</ItemGroup>
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||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\plugins\engine.editor\Engine.Editor.Contracts\Engine.Editor.Contracts.csproj" />
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</ItemGroup>
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||||
|
||||
</Project>
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@@ -0,0 +1,106 @@
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using System.Numerics;
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using Engine.Editor.Contracts;
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namespace Engine.Editor.Tests;
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public class GizmoMathTests
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{
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[Fact]
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public void WorldToScreen_OriginProjectsToScreenCenter_ForSymmetricCamera()
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{
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var view = Matrix4x4.CreateLookAt(new Vector3(0, 0, 5), Vector3.Zero, Vector3.UnitY);
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var projection = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 4f, 1f, 0.1f, 100f);
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var screenSize = new Vector2(800, 800);
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var screen = GizmoMath.WorldToScreen(Vector3.Zero, view * projection, screenSize);
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||||
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Assert.NotNull(screen);
|
||||
Assert.Equal(400f, screen!.Value.X, precision: 3);
|
||||
Assert.Equal(400f, screen.Value.Y, precision: 3);
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||||
}
|
||||
|
||||
[Fact]
|
||||
public void WorldToScreen_PointBehindCamera_ReturnsNull()
|
||||
{
|
||||
var view = Matrix4x4.CreateLookAt(new Vector3(0, 0, 5), Vector3.Zero, Vector3.UnitY);
|
||||
var projection = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 4f, 1f, 0.1f, 100f);
|
||||
|
||||
// Camera sits at z=5 looking toward z=0; a point at z=10 is on the
|
||||
// far side of the camera from where it's looking, not just far away.
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||||
var screen = GizmoMath.WorldToScreen(new Vector3(0, 0, 10), view * projection, new Vector2(800, 800));
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||||
|
||||
Assert.Null(screen);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ProjectDragOntoAxis_AlongScreenAxis_ScalesLinearly()
|
||||
{
|
||||
var origin = new Vector2(100, 100);
|
||||
var tip = new Vector2(200, 100); // 100px maps to 2 world units
|
||||
var start = new Vector2(100, 100);
|
||||
var current = new Vector2(150, 100); // half the drag
|
||||
|
||||
var result = GizmoMath.ProjectDragOntoAxis(origin, tip, start, current, axisWorldLength: 2f);
|
||||
|
||||
Assert.Equal(1f, result, precision: 4);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ProjectDragOntoAxis_DiagonalAxis_ProjectsOnlyTheAlignedComponent()
|
||||
{
|
||||
var origin = new Vector2(0, 0);
|
||||
var tip = new Vector2(100, 100); // 45-degree axis, length ~141.42
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||||
var start = Vector2.Zero;
|
||||
|
||||
// Move straight along X only — half of it is "along" the diagonal axis.
|
||||
var current = new Vector2(100, 0);
|
||||
|
||||
var result = GizmoMath.ProjectDragOntoAxis(origin, tip, start, current, axisWorldLength: 2f);
|
||||
|
||||
Assert.Equal(1f, result, precision: 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ProjectDragOntoAxis_ZeroLengthAxis_ReturnsZero()
|
||||
{
|
||||
var result = GizmoMath.ProjectDragOntoAxis(
|
||||
new Vector2(50, 50), new Vector2(50, 50), Vector2.Zero, new Vector2(999, 999), axisWorldLength: 2f);
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||||
|
||||
Assert.Equal(0f, result);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WorldToLocalPosition_NoParent_ReturnsWorldPositionUnchanged()
|
||||
{
|
||||
var worldPos = new Vector3(3, 4, 5);
|
||||
|
||||
var local = GizmoMath.WorldToLocalPosition(worldPos, parentWorldMatrix: null);
|
||||
|
||||
Assert.Equal(worldPos, local);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WorldToLocalPosition_ParentWithNonUniformScale_AccountsForScale()
|
||||
{
|
||||
// Exactly samples/WindowDemo's ChildQuad case: a parent scaled
|
||||
// (2,2,1) — moving 2 world units along X must become 1 local unit,
|
||||
// not 2, or the object would drift as it's dragged.
|
||||
var parentMatrix = Matrix4x4.CreateScale(2, 2, 1);
|
||||
var worldPos = new Vector3(2, 0, 0);
|
||||
|
||||
var local = GizmoMath.WorldToLocalPosition(worldPos, parentMatrix);
|
||||
|
||||
Assert.Equal(new Vector3(1, 0, 0), local);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WorldToLocalPosition_ParentWithTranslation_SubtractsParentOffset()
|
||||
{
|
||||
var parentMatrix = Matrix4x4.CreateTranslation(5, 0, 0);
|
||||
var worldPos = new Vector3(7, 0, 0);
|
||||
|
||||
var local = GizmoMath.WorldToLocalPosition(worldPos, parentMatrix);
|
||||
|
||||
Assert.Equal(new Vector3(2, 0, 0), local);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user