Update vec dragger ui
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3
TODO.md
3
TODO.md
@@ -10,7 +10,7 @@
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- [x] Optimize slicer (BVH?)
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- [x] ehh just throw rayon on it
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- [x] Actually do the BVH
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- [ ] Allow saving / loading projects
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- [x] Allow saving / loading projects
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- [x] Allow deleting objects
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- [ ] Use instancing both for object mesh storage and rendering
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- [x] Less internal dependence on GOO format
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@@ -87,3 +87,4 @@
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- [x] Refactor plugins to post processors
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- [ ] Update readme
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- [ ] Make post processing async
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- [ ] Instance meshes in save files / rendering
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@@ -38,7 +38,7 @@ pub fn vec2_dragger<Num: Numeric>(
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) {
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ui.horizontal(|ui| {
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ui.add(func(DragValue::new(&mut val[0])));
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ui.label("x");
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ui.label("×");
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ui.add(func(DragValue::new(&mut val[1])));
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});
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}
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@@ -50,9 +50,9 @@ pub fn vec3_dragger<Num: Numeric>(
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) {
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ui.horizontal(|ui| {
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ui.add(func(DragValue::new(&mut val[0])));
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ui.label("x");
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ui.label("×");
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ui.add(func(DragValue::new(&mut val[1])));
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ui.label("x");
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ui.label("×");
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ui.add(func(DragValue::new(&mut val[2])));
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});
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}
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@@ -66,9 +66,9 @@ pub fn vec3_dragger_proportional(
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let (x, y, z) = (val[0], val[1], val[2]);
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ui.add(func(DragValue::new(&mut val[0])));
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ui.label("x");
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ui.label("×");
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ui.add(func(DragValue::new(&mut val[1])));
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ui.label("x");
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ui.label("×");
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ui.add(func(DragValue::new(&mut val[2])));
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if x != val[0] {
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