DefenderWeapon and SidearmWeapon
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@@ -390,14 +390,52 @@ bool EditorGUI::drawComponentField_Vector(ComponentWrapper &c, const ComponentIn
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// Limit scale values to a minimum of 0
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return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max());
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} else if (field.Name == "Orientation") {
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// Make orentations have a period of 2*Pi
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glm::vec3 tempVal = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
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if (ImGui::SliderFloat3("", glm::value_ptr(tempVal), 0.f, glm::two_pi<float>())) {
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val = tempVal;
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return true;
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} else {
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return false;
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//glm::vec3 tempVal = val;
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glm::vec3 originalVal = val;
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ImVec2 cursorPos = ImGui::GetCursorScreenPos();
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glm::tvec3<bool> isSnapping(false, false, false);
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bool changed = ImGui::DragFloat3("", glm::value_ptr(val), 0.066666f);
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if (changed) {
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// Make orentations have a period of 2*Pi
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val = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
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for (int i = 0; i < 3; i++) {
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if (val[i] < 0) {
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val[i] += glm::two_pi<float>();
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}
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}
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}
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// Snap to angle
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//float snapRange = glm::pi<float>() / 15.f;
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//float snapAngle = glm::quarter_pi<float>();
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//glm::vec3 snap = glm::fmod(val, glm::vec3(snapAngle));
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//for (int i = 0; i < 3; i++) {
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// isSnapping[i] = glm::abs(snap[i] - (snapRange / 2.f)) < snapRange;
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//}
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//if (changed && ImGui::IsMouseDown(0)) {
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// glm::vec3 change = val - originalVal;
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// for (int i = 0; i < 3; i++) {
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// if (isSnapping[i] && glm::abs(change[i]) < snapRange) {
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// val[i] -= snap[i] - snapRange;
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// }
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// }
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//}
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// Draw snapping outline
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float width = ImGui::CalcItemWidth() / 3.f;;
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float spacing = GImGui->Style.ItemInnerSpacing.x;
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for (int i = 0; i < 3; i++) {
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if (isSnapping[i]) {
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ImVec2 pos = cursorPos + ImVec2(i * (width + spacing), 0.f);
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ImRect bb(pos - ImVec2(1, 1), pos + ImVec2(width, 17));
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auto window = ImGui::GetCurrentWindow();
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const ImU32 col = window->Color(ImGuiCol_HeaderActive);
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window->DrawList->AddRect(bb.Min, bb.Max, col, 3.f);
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}
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}
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return changed;
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} else {
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return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
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}
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