mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-09 20:08:57 +03:00
Merge branch 'main' of https://github.com/antopilo/Nuake
This commit is contained in:
@@ -65,6 +65,7 @@ namespace Nuake
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ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 4.0f);
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const char* icon = ICON_FA_FOLDER;
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const std::string id = ICON_FA_FOLDER + std::string("##") + directory->name;
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ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 4.0f);
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if (ImGui::Button(id.c_str(), ImVec2(100, 100)))
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{
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m_CurrentDirectory = directory;
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@@ -675,6 +676,7 @@ namespace Nuake
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bool child = ImGui::BeginChild("Content", avail);
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ImGui::PopStyleVar();
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ImGui::SameLine();
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if (child)
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{
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int width = avail.x;
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@@ -689,7 +691,7 @@ namespace Nuake
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if (m_CurrentDirectory && m_CurrentDirectory != FileSystem::RootDirectory && m_CurrentDirectory->Parent)
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{
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ImGui::TableNextColumn();
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if (ImGui::Button("..", ImVec2(100, 100)))
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if (ImGui::Button("..", buttonSize))
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m_CurrentDirectory = m_CurrentDirectory->Parent;
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i++;
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}
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@@ -717,7 +719,7 @@ namespace Nuake
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{
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if(m_SearchKeyword.empty() || f->GetName().find(String::Sanitize(m_SearchKeyword)) != std::string::npos)
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{
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if (i - 1 % amount != 0 || i == 1)
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if (i + 1 % amount != 0 || i == 1)
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{
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ImGui::TableNextColumn();
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}
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@@ -1,63 +1,69 @@
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#include "src/Core/Maths.h"
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using namespace Nuake;
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Quat Nuake::LookAt(Vector3 sourcePoint, Vector3 destPoint)
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namespace Nuake
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{
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Vector3 forwardVector = glm::normalize(destPoint - sourcePoint);
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Quat Nuake::LookAt(Vector3 sourcePoint, Vector3 destPoint)
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{
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Vector3 forwardVector = glm::normalize(destPoint - sourcePoint);
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float dot = glm::dot(Vector3(0, 0, 1), forwardVector);
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if (glm::abs(dot - (-1.0f)) < 0.000001f)
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{
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return Quat(0, 1, 0, 3.1415926535897932f);
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}
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if (glm::abs(dot - (1.0f)) < 0.000001f)
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{
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return Quat(); // identity
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float dot = glm::dot(Vector3(0, 0, 1), forwardVector);
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if (glm::abs(dot - (-1.0f)) < 0.000001f)
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{
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return Quat(0, 1, 0, 3.1415926535897932f);
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}
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if (glm::abs(dot - (1.0f)) < 0.000001f)
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{
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return Quat(); // identity
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}
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float rotAngle = acos(dot);
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Vector3 rotAxis = glm::cross(Vector3(0, 0, 1), forwardVector);
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rotAxis = glm::normalize(rotAxis);
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return CreateFromAxisAngle(rotAxis, rotAngle);
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}
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float rotAngle = acos(dot);
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Vector3 rotAxis = glm::cross(Vector3(0, 0, 1), forwardVector);
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rotAxis = glm::normalize(rotAxis);
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return CreateFromAxisAngle(rotAxis, rotAngle);
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}
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// just in case you need that function also
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Quat Nuake::CreateFromAxisAngle(Vector3 axis, float angle)
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{
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float halfAngle = angle * .5f;
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float s = sin(halfAngle);
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Quat q;
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q.x = axis.x * s;
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q.y = axis.y * s;
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q.z = axis.z * s;
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q.w = cos(halfAngle);
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return q;
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}
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// just in case you need that function also
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Quat Nuake::CreateFromAxisAngle(Vector3 axis, float angle)
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{
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float halfAngle = angle * .5f;
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float s = sin(halfAngle);
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Quat q;
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q.x = axis.x * s;
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q.y = axis.y * s;
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q.z = axis.z * s;
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q.w = cos(halfAngle);
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return q;
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}
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Quat Nuake::QuatFromEuler(float x, float y, float z)
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{
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Quat pitchQuat = glm::angleAxis(Rad(x), Vector3(1.0f, 0.0f, 0.0f));
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Quat yawQuat = glm::angleAxis(Rad(y), Vector3(0.0f, 1.0f, 0.0f));
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Quat rollQuat = glm::angleAxis(Rad(z), Vector3(0.0f, 0.0f, -1.0f));
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Quat orientation = yawQuat * pitchQuat * rollQuat;
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Quat Nuake::QuatFromEuler(float x, float y, float z)
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{
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Quat pitchQuat = glm::angleAxis(Rad(x), Vector3(1.0f, 0.0f, 0.0f));
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Quat yawQuat = glm::angleAxis(Rad(y), Vector3(0.0f, 1.0f, 0.0f));
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Quat rollQuat = glm::angleAxis(Rad(z), Vector3(0.0f, 0.0f, -1.0f));
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Quat orientation = yawQuat * pitchQuat * rollQuat;
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return glm::normalize(orientation);
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}
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return glm::normalize(orientation);
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}
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Vector3 Nuake::QuatToDirection(const Quat& quat)
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{
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return glm::normalize(quat * Vector3(0, 0, -1));
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}
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Vector3 Nuake::QuatToDirection(const Quat& quat)
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{
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return glm::normalize(quat * Vector3(0, 0, -1));
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}
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void Nuake::Decompose(const Matrix4& m, Vector3& pos, Quat& rot, Vector3& scale)
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{
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pos = m[3];
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for (int i = 0; i < 3; i++)
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scale[i] = glm::length(Vector3(m[i]));
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const Matrix3 rotMtx(
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Vector3(m[0]) / scale[0],
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Vector3(m[1]) / scale[1],
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Vector3(m[2]) / scale[2]);
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rot = glm::quat_cast(rotMtx);
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}
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void Nuake::Decompose(const Matrix4& m, Vector3& pos, Quat& rot, Vector3& scale)
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{
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pos = m[3];
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for (int i = 0; i < 3; i++)
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scale[i] = glm::length(Vector3(m[i]));
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const Matrix3 rotMtx(
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Vector3(m[0]) / scale[0],
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Vector3(m[1]) / scale[1],
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Vector3(m[2]) / scale[2]);
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rot = glm::quat_cast(rotMtx);
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}
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const Matrix4& Nuake::TransformToCameraTransform(const Matrix4& mat)
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{
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return mat;
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}
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}
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@@ -25,4 +25,6 @@ namespace Nuake
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Quat QuatFromEuler(float x, float y, float z);
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Vector3 QuatToDirection(const Quat& quat);
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void Decompose(const Matrix4& m, Vector3& pos, Quat& rot, Vector3& scale);
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const Matrix4& TransformToCameraTransform(const Matrix4& mat);
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}
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