Better Gizmos

Gizmos now display half opacity when occluded, same for lines
Improved editor camera, should keep updating even if not controlled
Viewport should not grab input when another imgui element is over it
This commit is contained in:
Antoine Pilote
2023-10-09 15:22:39 -04:00
parent 828f46713b
commit d3ec4e1c02
14 changed files with 122849 additions and 73485 deletions

View File

@@ -24,19 +24,19 @@
#include <src/Scene/Components/AudioEmitterComponent.h>
GizmoDrawer::GizmoDrawer()
GizmoDrawer::GizmoDrawer(EditorInterface* editor)
{
mLineShader = Nuake::ShaderManager::GetShader("Resources/Shaders/line.shader");
m_LineShader = Nuake::ShaderManager::GetShader("Resources/Shaders/line.shader");
mAxisLineBuffer = CreateRef<Nuake::VertexArray>();
mAxisLineBuffer->Bind();
m_AxisLineBuffer = CreateRef<Nuake::VertexArray>();
m_AxisLineBuffer->Bind();
mAxisLineVertexBuffer = CreateRef<VertexBuffer>(vertices.data(), vertices.size() * sizeof(Nuake::LineVertex));
m_AxisLineVertexBuffer = CreateRef<VertexBuffer>(m_Vertices.data(), m_Vertices.size() * sizeof(Nuake::LineVertex));
auto vblayout = CreateRef<VertexBufferLayout>();
vblayout->Push<float>(3);
vblayout->Push<float>(4);
mAxisLineBuffer->AddBuffer(*mAxisLineVertexBuffer, *vblayout);
m_AxisLineBuffer->AddBuffer(*m_AxisLineVertexBuffer, *vblayout);
GenerateSphereGizmo();
@@ -72,19 +72,21 @@ GizmoDrawer::GizmoDrawer()
LineVertex{Vector3(1.0f, 1.0f, 1.f), cubeColor}
};
mBoxBuffer = CreateRef<Nuake::VertexArray>();
mBoxBuffer->Bind();
m_BoxBuffer = CreateRef<Nuake::VertexArray>();
m_BoxBuffer->Bind();
mBoxVertexBuffer = CreateRef<VertexBuffer>(mBoxVertices.data(), mBoxVertices.size() * sizeof(Nuake::LineVertex));
m_BoxVertexBuffer = CreateRef<VertexBuffer>(mBoxVertices.data(), mBoxVertices.size() * sizeof(Nuake::LineVertex));
mBoxBuffer->AddBuffer(*mBoxVertexBuffer, *vblayout);
m_BoxBuffer->AddBuffer(*m_BoxVertexBuffer, *vblayout);
// Load gizmos
ModelLoader loader;
_gizmos = std::map<std::string, Ref<Model>>();
m_Gizmos = std::map<std::string, Ref<Model>>();
//_gizmos["cam"] = loader.LoadModel("Resources/Models/Camera.gltf");
//_gizmos["light"] = loader.LoadModel("Resources/Models/Light.gltf");
//_gizmos["player"] = loader.LoadModel("Resources/Models/Camera.gltf");
m_Editor = editor;
}
void GizmoDrawer::GenerateSphereGizmo()
@@ -116,19 +118,48 @@ void GizmoDrawer::GenerateSphereGizmo()
vert2 = Vector3(x2, 0, z2);
}
circleVertices.push_back(LineVertex{ vert1, Color(1.0, 0, 0.0, 0.5) });
circleVertices.push_back(LineVertex{ vert2, Color(1.0, 0, 0.0, 0.5) });
m_CircleVertices.push_back(LineVertex{ vert1, Color(1.0, 0, 0.0, 0.5) });
m_CircleVertices.push_back(LineVertex{ vert2, Color(1.0, 0, 0.0, 0.5) });
}
mCircleBuffer = CreateRef<Nuake::VertexArray>();
mCircleBuffer->Bind();
m_CircleBuffer = CreateRef<Nuake::VertexArray>();
m_CircleBuffer->Bind();
mCircleVertexBuffer = CreateRef<VertexBuffer>(circleVertices.data(), circleVertices.size() * sizeof(Nuake::LineVertex));
m_CircleVertexBuffer = CreateRef<VertexBuffer>(m_CircleVertices.data(), m_CircleVertices.size() * sizeof(Nuake::LineVertex));
auto vblayout = CreateRef<VertexBufferLayout>();
vblayout->Push<float>(3);
vblayout->Push<float>(4);
mCircleBuffer->AddBuffer(*mCircleVertexBuffer, *vblayout);
m_CircleBuffer->AddBuffer(*m_CircleVertexBuffer, *vblayout);
}
bool GizmoDrawer::IsEntityInSelection(Nuake::Entity entity)
{
if (m_Editor->Selection.Type != EditorSelectionType::Entity)
{
return false;
}
using namespace Nuake;
const Nuake::Entity selectedEntity = m_Editor->Selection.Entity;
if (selectedEntity.GetID() == entity.GetID())
{
return true;
}
auto& parentComponent = entity.GetComponent<ParentComponent>();
if (!parentComponent.HasParent)
{
return false;
}
if (IsEntityInSelection(parentComponent.Parent))
{
return true;
}
return false;
}
void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
@@ -140,46 +171,61 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
//glDepthFunc(GL_ALWAYS); // Disable built-in depth testing
//glDepthMask(false); // Disable writing to the depth buffer
{
mLineShader->Bind();
mLineShader->SetUniformMat4f("u_View", scene->m_EditorCamera->GetTransform());
mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
mLineShader->SetUniform1f("u_Opacity", occluded ? 0.1f : 0.5f);
mAxisLineBuffer->Bind();
m_LineShader->Bind();
m_LineShader->SetUniformMat4f("u_View", scene->m_EditorCamera->GetTransform());
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
m_LineShader->SetUniform1f("u_Opacity", occluded ? 0.1f : 0.5f);
m_AxisLineBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 6);
}
glLineWidth(1.0f);
glLineWidth(2.0f);
auto boxColliderView = scene->m_Registry.view<TransformComponent, BoxColliderComponent>();
for (auto e : boxColliderView)
{
if (!IsEntityInSelection(Nuake::Entity{ (entt::entity)e, scene.get() }))
{
continue;
}
auto [transform, box] = scene->m_Registry.get<TransformComponent, BoxColliderComponent>(e);
const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
mLineShader->Bind();
mLineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix, box.Size));
mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
m_LineShader->Bind();
m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix, box.Size));
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
mBoxBuffer->Bind();
m_BoxBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 26);
}
auto sphereColliderView = scene->m_Registry.view<TransformComponent, SphereColliderComponent>();
for (auto e : sphereColliderView)
{
auto [transform, sphere] = scene->m_Registry.get<TransformComponent, SphereColliderComponent>(e);
mLineShader->Bind();
mLineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(sphere.Radius)));
mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
if (!IsEntityInSelection(Nuake::Entity{ (entt::entity)e, scene.get() }))
{
continue;
}
mCircleBuffer->Bind();
auto [transform, sphere] = scene->m_Registry.get<TransformComponent, SphereColliderComponent>(e);
m_LineShader->Bind();
m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(sphere.Radius)));
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
m_CircleBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 128);
}
auto audioEmitterView = scene->m_Registry.view<TransformComponent, AudioEmitterComponent>();
for (auto e : audioEmitterView)
{
if (!IsEntityInSelection(Nuake::Entity{ (entt::entity)e, scene.get() }))
{
continue;
}
auto [transform, emitter] = scene->m_Registry.get<TransformComponent, AudioEmitterComponent>(e);
// We dont need to draw the radius if its not spatialized
@@ -189,80 +235,100 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
}
Vector3 globalPosition = Vector3(transform.GetGlobalTransform()[3]);
mLineShader->Bind();
mLineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), globalPosition), Vector3(emitter.MaxDistance)));
mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
m_LineShader->Bind();
m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), globalPosition), Vector3(emitter.MaxDistance)));
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
mCircleBuffer->Bind();
m_CircleBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 128);
mLineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), globalPosition), Vector3(emitter.MinDistance)));
m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), globalPosition), Vector3(emitter.MinDistance)));
Nuake::RenderCommand::DrawLines(0, 128);
}
auto capsuleColliderView = scene->m_Registry.view<TransformComponent, CapsuleColliderComponent>();
for (auto e : capsuleColliderView)
{
if (!IsEntityInSelection(Nuake::Entity{ (entt::entity)e, scene.get() }))
{
continue;
}
auto [transform, capsule] = scene->m_Registry.get<TransformComponent, CapsuleColliderComponent>(e);
const auto entityId = (uint32_t)e;
if (_CapsuleEntity.find(entityId) == _CapsuleEntity.end())
if (m_CapsuleGizmo.find(entityId) == m_CapsuleGizmo.end())
{
_CapsuleEntity[entityId] = CreateScope<CapsuleGizmo>();
m_CapsuleGizmo[entityId] = CreateScope<CapsuleGizmo>();
}
_CapsuleEntity[entityId]->UpdateShape(capsule.Radius, capsule.Height);
m_CapsuleGizmo[entityId]->UpdateShape(capsule.Radius, capsule.Height);
const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
mLineShader->Bind();
mLineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
m_LineShader->Bind();
m_LineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
_CapsuleEntity[entityId]->Bind();
m_CapsuleGizmo[entityId]->Bind();
Nuake::RenderCommand::DrawLines(0, 264);
}
auto cylinderColliderView = scene->m_Registry.view<TransformComponent, CylinderColliderComponent>();
for (auto e : cylinderColliderView)
{
if (!IsEntityInSelection(Nuake::Entity{ (entt::entity)e, scene.get() }))
{
continue;
}
auto [transform, cylinder] = scene->m_Registry.get<TransformComponent, CylinderColliderComponent>(e);
const auto entityId = (uint32_t)e;
if (_CylinderEntity.find(entityId) == _CylinderEntity.end())
if (m_CylinderGizmo.find(entityId) == m_CylinderGizmo.end())
{
_CylinderEntity[entityId] = CreateScope<CylinderGizmo>();
m_CylinderGizmo[entityId] = CreateScope<CylinderGizmo>();
}
_CylinderEntity[entityId]->UpdateShape(cylinder.Radius, cylinder.Height);
m_CylinderGizmo[entityId]->UpdateShape(cylinder.Radius, cylinder.Height);
const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
mLineShader->Bind();
mLineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
m_LineShader->Bind();
m_LineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
_CylinderEntity[entityId]->Bind();
m_CylinderGizmo[entityId]->Bind();
Nuake::RenderCommand::DrawLines(0, 264);
}
auto particleView = scene->m_Registry.view<TransformComponent, ParticleEmitterComponent>();
for (auto e : particleView)
{
auto [transform, particle] = scene->m_Registry.get<TransformComponent, ParticleEmitterComponent>(e);
mLineShader->Bind();
mLineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(particle.Radius)));
mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
if (!IsEntityInSelection(Nuake::Entity{ (entt::entity)e, scene.get() }))
{
continue;
}
mCircleBuffer->Bind();
auto [transform, particle] = scene->m_Registry.get<TransformComponent, ParticleEmitterComponent>(e);
m_LineShader->Bind();
m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(particle.Radius)));
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
m_CircleBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 128);
}
auto meshColliderView = scene->m_Registry.view<TransformComponent, MeshColliderComponent, ModelComponent>();
for (auto e : meshColliderView)
{
if (!IsEntityInSelection(Nuake::Entity{ (entt::entity)e, scene.get() }))
{
continue;
}
auto [transform, mesh, model] = scene->m_Registry.get<TransformComponent, MeshColliderComponent, ModelComponent>(e);
// Component has no mesh set.
@@ -282,9 +348,9 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
mLineShader->Bind();
mLineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
mLineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
m_LineShader->Bind();
m_LineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
meshes[mesh.SubMesh]->Bind();
@@ -317,6 +383,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
for (auto e : camView)
{
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/camera.png").get());
gizmoShader->SetUniform1i("u_EntityID", (uint32_t)e + 1);
auto [transform, camera] = scene->m_Registry.get<TransformComponent, CameraComponent>(e);
auto initialTransform = transform.GetGlobalTransform();
@@ -330,14 +397,16 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
particleTransform = glm::scale(particleTransform, Vector3(0.5, 0.5, 0.5));
renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
renderList.Flush(gizmoShader, true);
}
renderList.Flush(gizmoShader, true);
// Lights
auto lightView = scene->m_Registry.view<TransformComponent, LightComponent>();
for (auto e : lightView)
{
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/light.png").get());
gizmoShader->SetUniform1i("u_EntityID", (uint32_t)e + 1);
auto [transform, light] = scene->m_Registry.get<TransformComponent, LightComponent>(e);
auto initialTransform = transform.GetGlobalTransform();
@@ -351,15 +420,16 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
particleTransform = glm::scale(particleTransform, Vector3(0.5, 0.5, 0.5));
renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
renderList.Flush(gizmoShader, true);
}
renderList.Flush(gizmoShader, true);
// Player
auto characterControllerView = scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
for (auto e : characterControllerView)
{
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/player.png").get());
gizmoShader->SetUniform1i("u_EntityID", static_cast<uint32_t>(e) + 1);
auto [transform, characterControllerComponent] = scene->m_Registry.get<TransformComponent, CharacterControllerComponent>(e);
auto initialTransform = transform.GetGlobalTransform();
@@ -373,15 +443,17 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
particleTransform = glm::scale(particleTransform, Vector3(0.5, 0.5, 0.5));
renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
renderList.Flush(gizmoShader, true);
}
renderList.Flush(gizmoShader, true);
// Bones
auto boneView = scene->m_Registry.view<TransformComponent, BoneComponent>();
for (auto e : boneView)
{
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/bone.png").get());
gizmoShader->SetUniform1i("u_EntityID", static_cast<uint32_t>(e) + 1);
auto [transform, boneComponent] = scene->m_Registry.get<TransformComponent, BoneComponent>(e);
auto initialTransform = transform.GetGlobalTransform();
@@ -394,14 +466,16 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
particleTransform = glm::scale(particleTransform, Vector3(0.1, 0.1, 0.1));
renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
renderList.Flush(gizmoShader, true);
}
renderList.Flush(gizmoShader, true);
auto audioView = scene->m_Registry.view<TransformComponent, AudioEmitterComponent>();
for (auto e : audioView)
{
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/speaker.png").get());
gizmoShader->SetUniform1i("u_EntityID", static_cast<uint32_t>(e) + 1);
auto [transformComponent, audioEmitterComponent] = scene->m_Registry.get<TransformComponent, AudioEmitterComponent>(e);
auto initialTransform = transformComponent.GetGlobalTransform();
@@ -414,9 +488,10 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
transform = glm::scale(transform, Vector3(0.5f, 0.5f, 0.5f));
renderList.AddToRenderList(Renderer::QuadMesh, transform);
renderList.Flush(gizmoShader, true);
}
renderList.Flush(gizmoShader, true);
// Revert to default depth testing
//glDepthFunc(GL_LESS);

View File

@@ -10,18 +10,22 @@
#include "Gizmos/CapsuleGizmo.h"
#include "Gizmos/CylinderGizmo.h"
#include "../Windows/EditorInterface.h"
using namespace Nuake;
class GizmoDrawer
{
private:
std::map<std::string, Ref<Model>> _gizmos;
EditorInterface* m_Editor;
Shader* m_LineShader;
std::map<uint32_t, Scope<CapsuleGizmo>> _CapsuleEntity;
std::map<uint32_t, Scope<CylinderGizmo>> _CylinderEntity;
std::map<std::string, Ref<Model>> m_Gizmos;
std::map<uint32_t, Scope<CapsuleGizmo>> m_CapsuleGizmo;
std::map<uint32_t, Scope<CylinderGizmo>> m_CylinderGizmo;
const std::vector<LineVertex> vertices
const std::vector<LineVertex> m_Vertices
{
LineVertex {{10000.f, 0.0f, 0.0f}, {1.f, 0.f, 0.f, 1.f}},
LineVertex {{0.0f, 0.0f, 0.0f }, {1.f, 0.f, 0.f, 1.f}},
@@ -30,23 +34,28 @@ private:
LineVertex {{0.f, 10000.f, 0.0f }, {0.f, 1.f, 0.f, 1.f}},
LineVertex {{0.0f, 0.0f, 0.0f }, {0.f, 1.f, 0.f, 1.f}}
};
std::vector<LineVertex> circleVertices;
Ref<VertexArray> mCircleBuffer;
Ref<VertexBuffer> mCircleVertexBuffer;
std::vector<LineVertex> mBoxVertices;
Ref<VertexArray> mBoxBuffer;
Ref<VertexBuffer> mBoxVertexBuffer;
std::vector<LineVertex> m_CircleVertices;
Ref<VertexArray> m_CircleBuffer;
Ref<VertexBuffer> m_CircleVertexBuffer;
Ref<VertexArray> mAxisLineBuffer;
Ref<VertexBuffer> mAxisLineVertexBuffer;
std::vector<LineVertex> m_BoxVertices;
Ref<VertexArray> m_BoxBuffer;
Ref<VertexBuffer> m_BoxVertexBuffer;
Ref<VertexArray> m_AxisLineBuffer;
Ref<VertexBuffer> m_AxisLineVertexBuffer;
Shader* mLineShader;
void GenerateSphereGizmo();
public:
GizmoDrawer();
GizmoDrawer(EditorInterface* editor);
~GizmoDrawer() = default;
void DrawGizmos(Ref<Scene> scene, bool occluded);
private:
void GenerateSphereGizmo();
bool IsEntityInSelection(Nuake::Entity entity);
};

View File

@@ -260,14 +260,14 @@ namespace Nuake {
}
}
if (m_IsHoveringViewport && !m_IsViewportFocused && Input::IsMouseButtonPressed(GLFW_MOUSE_BUTTON_2))
if (ImGui::IsWindowHovered() && m_IsHoveringViewport && !m_IsViewportFocused && Input::IsMouseButtonPressed(GLFW_MOUSE_BUTTON_2))
{
ImGui::FocusWindow(ImGui::GetCurrentWindow());
}
m_IsViewportFocused = ImGui::IsWindowFocused();
if (m_IsHoveringViewport && Input::IsMouseButtonPressed(GLFW_MOUSE_BUTTON_1) && !ImGuizmo::IsUsing() && m_IsViewportFocused)
if (ImGui::GetIO().WantCaptureMouse && m_IsHoveringViewport && Input::IsMouseButtonPressed(GLFW_MOUSE_BUTTON_1) && !ImGuizmo::IsUsing() && m_IsViewportFocused)
{
const auto windowPosNuake = Vector2(windowPos.x, windowPos.y);
auto& gbuffer = Engine::GetCurrentScene()->m_SceneRenderer->GetGBuffer();
@@ -2106,10 +2106,9 @@ namespace Nuake {
auto& editorCam = Engine::GetCurrentScene()->m_EditorCamera;
editorCam->Update(ts, m_IsHoveringViewport);
editorCam->Update(ts, m_IsHoveringViewport && m_IsViewportFocused);
const bool entityIsSelected = Selection.Type == EditorSelectionType::Entity && Selection.Entity.IsValid();
if (editorCam->IsFlying() && entityIsSelected && Input::IsKeyPressed(GLFW_KEY_F))
{
editorCam->IsMoving = true;