ArrayFloat
Definition
-- @/lua/common/extensions/ui/imgui_custom_luaintf.lua:90
function M.ArrayFloat(size)
local x = table.new(size - 1, 0)
for i = 0, size - 1 do
x[i] = 0
end
return x
end
Callers
@/lua/ge/suspensionFrequencyTester.lua
local numPixels = contentWidth
local ampArray = imgui.ArrayFloat(numPixels)
local maxAmpl = 0
@/lua/ge/extensions/editor/flowgraph/properties.lua
if not cdata[path] then
cdata[path] = im.ArrayFloat(3)
cdata[path][0] = im.Float(v[1])
if not cdata[path] then
cdata[path] = im.ArrayFloat(4)
cdata[path][0] = im.Float(v[1])
cdata[path] = {
clr = im.ArrayFloat(8),
pbr = {}
if not cdata[path] then
cdata[path] = im.ArrayFloat(4)
cdata[path][0] = im.Float(v[1])
--self._editCustomProperties.icon = im.ArrayChar(256, tostring(item.customIcon or item.icon or ''))
local imVal = im.ArrayFloat(4)
local val = item.customColor or item.color
imVal = im.ArrayFloat(4)
val = item.iconColor or item.customIconColor
@/lua/ge/extensions/editor/roadEditor.lua
local editingPos = false
local nodePosition = im.ArrayFloat(3)
@/lua/ge/extensions/editor/crawlEditor/boundaries.lua
if not self.fields[name] then
self.fields[name] = im.ArrayFloat(3)
self.fields[name][0] = fields.values[name].x
@/lua/common/extensions/ui/flowgraph/editor.lua
elseif variable.type == 'vec3' then
local imVal = im.ArrayFloat(3)
local val = displayOptions.allowEditing and variable.baseValue or variable.value
elseif variable.type == 'quat' then
local imVal = im.ArrayFloat(4)
local val = displayOptions.allowEditing and variable.baseValue or variable.value
elseif variable.type == 'color' then
local imVal = im.ArrayFloat(4)
local val = displayOptions.allowEditing and variable.baseValue or variable.value
@/lua/ge/extensions/editor/raceEditor/pathnodes.lua
local im = ui_imgui
local pathnodePosition = im.ArrayFloat(3)
local pathnodeNormal = im.ArrayFloat(3)
local pathnodePosition = im.ArrayFloat(3)
local pathnodeNormal = im.ArrayFloat(3)
local pathnodeRadius = im.FloatPtr(0)
if not self.fields[name] then
self.fields[name] = im.ArrayFloat(3)
self.fields[name][0] = fields.values[name].x
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua
if not v.plotData[nodeID] then
v.plotData[nodeID] = im.ArrayFloat(plotLen)
end
if not v.plotData[beamID] then
v.plotData[beamID] = im.ArrayFloat(plotLen)
end
@/lua/ge/extensions/editor/rallyEditor/measurementsTab.lua
im.Text("Measurement Color:")
local colorPtr = im.ArrayFloat(3)
colorPtr[0] = selectedMeasurement.color[1]
@/lua/ge/extensions/editor/sensorConfigurationEditor.lua
plotData = {
accX = im.ArrayFloat(plotLen), accY = im.ArrayFloat(plotLen), accZ = im.ArrayFloat(plotLen),
angVelX = im.ArrayFloat(plotLen), angVelY = im.ArrayFloat(plotLen), angVelZ = im.ArrayFloat(plotLen),
plotData = {
accX = im.ArrayFloat(plotLen), accY = im.ArrayFloat(plotLen), accZ = im.ArrayFloat(plotLen),
angVelX = im.ArrayFloat(plotLen), angVelY = im.ArrayFloat(plotLen), angVelZ = im.ArrayFloat(plotLen),
plotData = {
accX = im.ArrayFloat(plotLen), accY = im.ArrayFloat(plotLen), accZ = im.ArrayFloat(plotLen),
angVelX = im.ArrayFloat(plotLen), angVelY = im.ArrayFloat(plotLen), angVelZ = im.ArrayFloat(plotLen),
accX = im.ArrayFloat(plotLen), accY = im.ArrayFloat(plotLen), accZ = im.ArrayFloat(plotLen),
angVelX = im.ArrayFloat(plotLen), angVelY = im.ArrayFloat(plotLen), angVelZ = im.ArrayFloat(plotLen),
lastAccX = 0, lastAccY = 0, lastAccZ = 0, lastAngVelX = 0, lastAngVelY = 0, lastAngVelZ = 0, hasData = false
accX = im.ArrayFloat(plotLen), accY = im.ArrayFloat(plotLen), accZ = im.ArrayFloat(plotLen),
angVelX = im.ArrayFloat(plotLen), angVelY = im.ArrayFloat(plotLen), angVelZ = im.ArrayFloat(plotLen),
lastAccX = 0, lastAccY = 0, lastAccZ = 0, lastAngVelX = 0, lastAngVelY = 0, lastAngVelZ = 0, hasData = false
accX = im.ArrayFloat(plotLen), accY = im.ArrayFloat(plotLen), accZ = im.ArrayFloat(plotLen),
angVelX = im.ArrayFloat(plotLen), angVelY = im.ArrayFloat(plotLen), angVelZ = im.ArrayFloat(plotLen),
lastAccX = 0, lastAccY = 0, lastAccZ = 0, lastAngVelX = 0, lastAngVelY = 0, lastAngVelZ = 0, hasData = false
@/lua/ge/extensions/editor/slotTrafficEditor.lua
if node.pos then
local posArray = im.ArrayFloat(3)
posArray[0] = im.Float(node.pos.x)
@/lua/ge/extensions/flowgraph/nodes/types/transform.lua
local columnSize = im.GetContentRegionAvail()
local pos = im.ArrayFloat(3)
pos[0] = im.Float(self.position.x)
if self.useQuatForRotation then
local rot = im.ArrayFloat(4)
rot[0] = im.Float(self.rotation.x)
local eul = im.ArrayFloat(3)
eul[0] = im.Float(self.euler.x/math.pi * 180)
im.NextColumn()
local scl = im.ArrayFloat(3)
scl[0] = im.Float(self.scale.x)
im.NextColumn()
local clr = im.ArrayFloat(4)
clr[0] = im.Float(self.markerColor.red)
@/lua/ge/extensions/editor/api/valueInspector.lua
self.input4IntValue = imgui.ArrayInt(4)
self.input4FloatValue = imgui.ArrayFloat(4)
self.inputBoolValue = imgui.BoolPtr(false)
@/lua/ge/extensions/editor/decalEditor.lua
local settingPosition = false
local position = im.ArrayFloat(3)
local size = im.FloatPtr(0)
local originalPosition
local input4FloatValue = im.ArrayFloat(4)
@/lua/ge/extensions/editor/rendererComponents.lua
local tempFloatPtr = im.FloatPtr(0)
local tempFloatArr3 = im.ArrayFloat(3)
local tempFloatArr4 = im.ArrayFloat(4)
local tempFloatArr3 = im.ArrayFloat(3)
local tempFloatArr4 = im.ArrayFloat(4)
local tempCharPtr = im.ArrayChar(256, "")
@/lua/ge/extensions/editor/crawlEditor/paths.lua
-- Position
local pos = im.ArrayFloat(3)
pos[0] = self.currentPathnode.pos.x
local rotation = self.currentPathnode.rotation or quat(1, 0, 0, 0)
local rot = im.ArrayFloat(4)
rot[0] = rotation.x
@/lua/ge/extensions/editor/trafficManager.lua
fullStats = im.BoolPtr(false),
objPos = im.ArrayFloat(3),
objRot = im.ArrayFloat(3),
objPos = im.ArrayFloat(3),
objRot = im.ArrayFloat(3),
aiData = {},
@/lua/ge/extensions/editor/crawlEditor/startingPositions.lua
-- Position
local pos = im.ArrayFloat(3)
pos[0] = startingPosition.transform.position.x
-- Rotation
local rot = im.ArrayFloat(4)
rot[0] = startingPosition.transform.rotation.x
local iconPos = im.ArrayFloat(3)
iconPos[0] = startingPosition.iconPosition.x
@/lua/ge/extensions/editor/raceEditor/pacenotes.lua
local im = ui_imgui
local pacenotePosition = im.ArrayFloat(3)
local pacenoteNormal = im.ArrayFloat(3)
local pacenotePosition = im.ArrayFloat(3)
local pacenoteNormal = im.ArrayFloat(3)
local pacenoteRadius = im.FloatPtr(0)
@/lua/ge/extensions/editor/meshEditor.lua
local editingPos = false
local nodePosition = im.ArrayFloat(3)
@/lua/ge/extensions/editor/scriptAIEditor.lua
fieldRange = im.FloatPtr(1),
col = im.ArrayFloat(3),
isRigidTranslation = im.BoolPtr(false),
isDrawIn = false,
drawCol = im.ArrayFloat(3)
}
local function getNextColor()
local col, v = im.ArrayFloat(3), colCtr % 6
if v == 0 then
end
local col = im.ArrayFloat(3)
col[0], col[1], col[2] = tr.colR, tr.colG, tr.colB
end
local col = im.ArrayFloat(3)
col[0], col[1], col[2] = data.colR, data.colG, data.colB
if color ~= nil then
c = im.ArrayFloat(3)
c[0], c[1], c[2] = im.Float(color[0]), im.Float(color[1]), im.Float(color[2])
@/lua/ge/extensions/editor/assetBrowser.lua
local prefTempBoolPtr = im.BoolPtr(true)
local tempFloatArr3 = im.ArrayFloat(3)
@/lua/ge/extensions/editor/raceEditor/segments.lua
local nameText = im.ArrayChar(1024, "")
local capsulePosition = im.ArrayFloat(3)
local capsuleRadius = im.FloatPtr(0)
@/lua/ge/extensions/editor/crawlEditor/waypoints.lua
local pathnodePosition = im.ArrayFloat(3)
pathnodePosition[0] = pathnode.pos.x
if not self.fields[name] then
self.fields[name] = im.ArrayFloat(3)
self.fields[name][0] = fields.values[name].x
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
checkpoint = { size = im.FloatPtr(4), position = im.ArrayFloat(3), active = im.BoolPtr(false)},
leftWall = {value = im.FloatPtr(1), active = im.BoolPtr(false), interpolation = im.IntPtr(0), inverted = im.BoolPtr(false) },
})
local trackPositionValues = {position = im.ArrayFloat(3), rotation = im.FloatPtr(0) }
trackPositionValues.position[0] = im.Float(0)
modifierValues.obstacles.list[i] =
{ value = im.IntPtr(0), variant = im.IntPtr(1), anchor = im.IntPtr(1), offset = im.FloatPtr(1), position = im.ArrayFloat(3), rotation = im.ArrayFloat(3), scale = im.ArrayFloat(3), extra = im.ArrayFloat(3), show = false, material = im.IntPtr(0)}
modifierValues.obstacles.list[i].scale[0] = 1
modifierValues.obstacles.list[i] =
{ value = im.IntPtr(0), variant = im.IntPtr(1), anchor = im.IntPtr(1), offset = im.FloatPtr(1), position = im.ArrayFloat(3), rotation = im.ArrayFloat(3), scale = im.ArrayFloat(3), extra = im.ArrayFloat(3), show = false, material = im.IntPtr(0)}
modifierValues.obstacles.list[i].scale[0] = 1
modifierValues.obstacles.list[i] =
{ value = im.IntPtr(0), variant = im.IntPtr(1), anchor = im.IntPtr(1), offset = im.FloatPtr(1), position = im.ArrayFloat(3), rotation = im.ArrayFloat(3), scale = im.ArrayFloat(3), extra = im.ArrayFloat(3), show = false, material = im.IntPtr(0)}
modifierValues.obstacles.list[i].scale[0] = 1
modifierValues.obstacles.list[i] =
{ value = im.IntPtr(0), variant = im.IntPtr(1), anchor = im.IntPtr(1), offset = im.FloatPtr(1), position = im.ArrayFloat(3), rotation = im.ArrayFloat(3), scale = im.ArrayFloat(3), extra = im.ArrayFloat(3), show = false, material = im.IntPtr(0)}
modifierValues.obstacles.list[i].scale[0] = 1
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraRotation.lua
im.Text("Rotation: ")
local pos = im.ArrayFloat(4)
im.SameLine()
@/lua/common/extensions/ui/imguiUtils.lua
local dataPlotLen = 300
local dataPlot = imgui.ArrayFloat(dataPlotLen)
local offset = 0
@/lua/ge/extensions/editor/forestEditor.lua
local fItemPos = im.ArrayFloat(3)
local fItemRot = im.ArrayFloat(3)
local fItemPos = im.ArrayFloat(3)
local fItemRot = im.ArrayFloat(3)
local fieldValueCached = nil
@/lua/ge/extensions/editor/biomeTool.lua
local editEnded = imgui.BoolPtr(false)
local input2FloatValue = imgui.ArrayFloat(2)
local inputTextValue = imgui.ArrayChar(500)
local editingPos = false
local range = imgui.ArrayFloat(2)
local fieldPlacementBoolPtr = imgui.BoolPtr(0)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePropTransformer.lua
local inputBaseTranslationGlobal = im.ArrayFloat(3)
local inputBaseTranslation = im.ArrayFloat(3)
local inputBaseTranslationGlobal = im.ArrayFloat(3)
local inputBaseTranslation = im.ArrayFloat(3)
local inputBaseRotation = im.ArrayFloat(3)
local inputBaseTranslation = im.ArrayFloat(3)
local inputBaseRotation = im.ArrayFloat(3)
local inputBaseRotationGlobal = im.ArrayFloat(3)
local inputBaseRotation = im.ArrayFloat(3)
local inputBaseRotationGlobal = im.ArrayFloat(3)
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
local signalPos = im.ArrayFloat(3)
local changed = false
@/lua/ge/extensions/editor/multiSpawnManager.lua
paint.baseColor = paint.baseColor or {}
local colorTbl = {clr = im.ArrayFloat(4), pbr = {}}
@/lua/ge/extensions/editor/raceEditor/tools.lua
C.windowDescription = 'Tools'
local posOffset, rotOffset, sclOffset = im.ArrayFloat(3),im.ArrayFloat(3),im.ArrayFloat(3)
local shapeNameLeft,shapeNameRight = "art/shapes/race/sign_checkpoint.dae", "art/shapes/race/sign_checkpoint.dae"
C.windowDescription = 'Tools'
local posOffset, rotOffset, sclOffset = im.ArrayFloat(3),im.ArrayFloat(3),im.ArrayFloat(3)
local shapeNameLeft,shapeNameRight = "art/shapes/race/sign_checkpoint.dae", "art/shapes/race/sign_checkpoint.dae"
C.windowDescription = 'Tools'
local posOffset, rotOffset, sclOffset = im.ArrayFloat(3),im.ArrayFloat(3),im.ArrayFloat(3)
local shapeNameLeft,shapeNameRight = "art/shapes/race/sign_checkpoint.dae", "art/shapes/race/sign_checkpoint.dae"
@/lua/ge/extensions/editor/sitesEditor/sortedListDisplay.lua
self.nameText = im.ArrayChar(1024, elem.name)
self.color = im.ArrayFloat(4)
self.color[0] = im.Float(elem.color.x)
if not self.fields[name] then
self.fields[name] = im.ArrayFloat(3)
self.fields[name][0] = fields.values[name].x
@/lua/ge/extensions/editor/api/gui.lua
local tempFloatPtr = imgui.FloatPtr(0)
local tempFloatArr2 = imgui.ArrayFloat(2)
local tempFloatArr3 = imgui.ArrayFloat(3)
local tempFloatArr2 = imgui.ArrayFloat(2)
local tempFloatArr3 = imgui.ArrayFloat(3)
local tempFloatArr4 = imgui.ArrayFloat(4)
local tempFloatArr3 = imgui.ArrayFloat(3)
local tempFloatArr4 = imgui.ArrayFloat(4)
local tempCharPtr = imgui.ArrayChar(256, "")
@/lua/ge/extensions/editor/raceEditor/startPositions.lua
local im = ui_imgui
local spPosition = im.ArrayFloat(3)
local nameText
@/lua/ge/extensions/editor/inspector.lua
local billboardUVValue = imgui.ArrayFloat(4)
local function customGroundCoverBillBoardUVsFieldEditor(objectIds, fieldValue, fieldName, fieldLabel, fieldDesc, fieldType, fieldTypeName, customData, pasteCallback, contextMenuUI)
@/lua/ge/extensions/flowgraph/nodes/debug/comment.lua
self.forceSize = true
self.backgroundColor = im.ArrayFloat(4)
self.backgroundColor[0] = im.Float(0.5)
self.bgColorVec4 = im.ImVec4(0,0,0,0)
self.borderColor = im.ArrayFloat(4)
self.borderColor[0] = im.Float(0.8)
self.borderColorVec4 = im.ImVec4(0,0,0,0)
self.textColor = im.ArrayFloat(4)
self.textColor[0] = im.Float(1)
@/lua/ge/extensions/flowgraph/nodes/types/color.lua
self.colorData = {
clr = im.ArrayFloat(8),
pbr = {}
@/lua/ge/extensions/editor/util/transformUtil.lua
self.inputPos = im.ArrayFloat(3)
self.inputRot = im.ArrayFloat(4)
self.inputPos = im.ArrayFloat(3)
self.inputRot = im.ArrayFloat(4)
self.scl = vec3(1, 1, 1) * (type(self.scl) == 'number' and self.scl or 1)
self.inputScl = im.ArrayFloat(3)
self.inputScl[0] = im.Float(self.scl.x)
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraPosition.lua
im.Text("Position: ")
local pos = im.ArrayFloat(3)
im.SameLine()
@/lua/ge/extensions/editor/camPathEditor.lua
-- Vehicle tracking offset settings
local trackingOffset = im.ArrayFloat(3) -- X, Y, Z offset for vehicle center
local trackingDebug = im.BoolPtr(false) -- Show debug sphere at tracking point
local markerPosition = im.ArrayFloat(3)
local function displayMarkerList()
@/lua/ge/extensions/editor/rallyEditor/pacenotes.lua
-- local waypointNameText = im.ArrayChar(1024, "")
-- local waypointPosition = im.ArrayFloat(3)
-- local waypointNormal = im.ArrayFloat(3)
-- local waypointPosition = im.ArrayFloat(3)
-- local waypointNormal = im.ArrayFloat(3)
-- local waypointRadius = im.FloatPtr(0)