Definition
-- @/lua/common/extensions/ui/imgui_gen_luaintf.lua:632
function M.InputFloat3(string_label, floatPtr_v, string_format, ImGuiInputTextFlags_flags)
if string_format == nil then string_format = "%.3f" end
if ImGuiInputTextFlags_flags == nil then ImGuiInputTextFlags_flags = 0 end
if string_label == nil then log("E", "", "Parameter 'string_label' of function 'InputFloat3' cannot be nil, as the c type is 'const char *'") ; return end
return imgui.InputFloat3(string_label, floatPtr_v, string_format, ImGuiInputTextFlags_flags)
end
Callers
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/brushStroke.lua
im.PushItemWidth(im.GetContentRegionAvailWidth())
if im.InputFloat3(string.format("##%s_%s_%s", layer.uid, guiId, "camPosition"), editor.getTempFloatArray3_Vec3Vec3(layer.camPosition), "%.6f") then
layer.camPosition = editor.getTempFloatArray3_Vec3Vec3()
@/lua/ge/extensions/editor/api/gui.lua
local function uiInputFloat3(label, v, format, extra_flags, editEnded)
local res = imgui.InputFloat3(label, v, format, extra_flags)
if editEnded then
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
if string_label == nil then log("E", "", "Parameter 'string_label' of function 'InputFloat3' cannot be nil, as the c type is 'const char *'") ; return end
return imgui.InputFloat3(string_label, floatPtr_v, string_format, ImGuiInputTextFlags_flags)
end
@/lua/ge/extensions/editor/util/transformUtil.lua
im.PushItemWidth(width - (im.GetCursorPosX() - startPosX))
if im.InputFloat3("##Pos", self.inputPos, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f") then
self.pos = vec3(self.inputPos[0], self.inputPos[1], self.inputPos[2])
else
if im.InputFloat3("##Scl", self.inputScl, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f") then
self.scl = vec3(self.inputScl[0], self.inputScl[1], self.inputScl[2])
if self.allowTranslate then
if im.InputFloat3(self.objectName .. " Position", self.inputPos, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
self.pos = vec3(self.inputPos[0], self.inputPos[1], self.inputPos[2])
else
if im.InputFloat3(self.objectName .. " Scale", self.inputScl, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
self.scl = vec3(self.inputScl[0], self.inputScl[1], self.inputScl[2])
if self.allowTranslate then
if im.InputFloat3("Pos", self.inputPos, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
self.pos = vec3(self.inputPos[0], self.inputPos[1], self.inputPos[2])
else
if im.InputFloat3("Scl", self.inputScl, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
self.scl = vec3(self.inputScl[0], self.inputScl[1], self.inputScl[2])
@/lua/common/extensions/ui/flowgraph/editor.lua
imVal[2] = im.Float(val[3])
if im.InputFloat3("##input" .. name, imVal, nil, im.InputTextFlags_EnterReturnsTrue) then
local tbl = { imVal[0], imVal[1], imVal[2] }
@/lua/ge/extensions/editor/raceEditor/tools.lua
im.Text("Side Decorators")
im.InputFloat3("Position Offset",posOffset)
im.InputFloat3("Rotation Offset",rotOffset)
im.InputFloat3("Position Offset",posOffset)
im.InputFloat3("Rotation Offset",rotOffset)
im.InputFloat3("Scale Offset",sclOffset)
im.InputFloat3("Rotation Offset",rotOffset)
im.InputFloat3("Scale Offset",sclOffset)
@/lua/ge/extensions/editor/raceEditor/pacenotes.lua
pacenotePosition[2] = note.pos.z
if im.InputFloat3("Position", pacenotePosition, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
editor.history:commitAction("Change note Position",
pacenoteNormal[2] = note.normal.z
if im.InputFloat3("Normal", pacenoteNormal, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
editor.history:commitAction("Change Normal",
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/path.lua
im.PushItemWidth(im.GetContentRegionAvailWidth())
if im.InputFloat3(string.format("##%s_%s_%s", layer.uid, guiId, "inspector_camPosition"), editor.getTempFloatArray3_Vec3Vec3(layer.camPosition), "%.6f") then
layer.camPosition = editor.getTempFloatArray3_Vec3Vec3()
@/lua/ge/extensions/editor/forestEditor.lua
fItemPos[2] = posItem.z
if im.InputFloat3("##Position", fItemPos, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
posItem.x = fItemPos[0]
fItemRot[2] = radToDeg(eulerRotation.z)
if im.InputFloat3("##Rotation", fItemRot, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
eulerRotation.x = degToRad(fItemRot[0])
@/lua/ge/extensions/editor/raceEditor/startPositions.lua
spPosition[2] = sp.pos.z
if im.InputFloat3("Position", spPosition, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
local old = sp:onSerialize()
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePropTransformer.lua
if im.InputFloat3("baseTranslation", inputBaseTranslation, "%0.3f") then
propObj:setBaseTranslation(vec3(inputBaseTranslation[0], inputBaseTranslation[1], inputBaseTranslation[2]))
end
if im.InputFloat3("baseTranslationGlobal", inputBaseTranslationGlobal, "%0.3f") then
propObj:setBaseTranslationGlobal(vec3(inputBaseTranslationGlobal[0], inputBaseTranslationGlobal[1], inputBaseTranslationGlobal[2]))
end
if im.InputFloat3("baseRotation", inputBaseRotation, "%0.3f", im.InputTextFlags_EnterReturnsTrue) then
local rot = vec3(inputBaseRotation[0] * math.pi / 180.0, inputBaseRotation[1] * math.pi / 180.0, inputBaseRotation[2] * math.pi / 180.0)
end
if im.InputFloat3("baseRotationGlobal", inputBaseRotationGlobal, "%0.3f", im.InputTextFlags_EnterReturnsTrue) then
local rot = vec3(inputBaseRotationGlobal[0] * math.pi / 180.0, inputBaseRotationGlobal[1] * math.pi / 180.0, inputBaseRotationGlobal[2] * math.pi / 180.0)
@/lua/ge/extensions/editor/crawlEditor/waypoints.lua
pathnodePosition[2] = pathnode.pos.z
if im.InputFloat3("Position", pathnodePosition, "%.1f", im.InputTextFlags_EnterReturnsTrue) then
editor.history:commitAction("Change Pathnode Position",
@/lua/ge/extensions/editor/trafficManager.lua
options.objPos[0], options.objPos[1], options.objPos[2] = pos.x, pos.y, pos.z
if im.InputFloat3("Position##trafficManagerVehPos", options.objPos, floatFormat, im.InputTextFlags_EnterReturnsTrue) then
pos.x, pos.y, pos.z = options.objPos[0], options.objPos[1], options.objPos[2]
options.objRot[0], options.objRot[1], options.objRot[2] = dirVec.x, dirVec.y, dirVec.z
if im.InputFloat3("Direction##trafficManagerVehDirVec", options.objRot, floatFormat, im.InputTextFlags_EnterReturnsTrue) then
dirVec.x, dirVec.y, dirVec.z = options.objRot[0], options.objRot[1], options.objRot[2]
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
im.PushItemWidth(contentWidth)
if im.InputFloat3("Position##instance", signalPos, "%0."..editor.getPreference("ui.general.floatDigitCount").."f", im.InputTextFlags_EnterReturnsTrue) then
changed = true
@/lua/ge/extensions/editor/raceEditor/pathnodes.lua
pathnodePosition[2] = node.pos.z
if im.InputFloat3("Position", pathnodePosition, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
editor.history:commitAction("Change node Position",
pathnodeNormal[2] = node.normal.z
if im.InputFloat3("Normal", pathnodeNormal, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
editor.history:commitAction("Change Normal",
@/lua/ge/extensions/editor/raceEditor/segments.lua
capsulePosition[2] = cap.pos.z
if im.InputFloat3("Position", capsulePosition, "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f", im.InputTextFlags_EnterReturnsTrue) then
local old = segment:onSerialize()
@/lua/ge/extensions/editor/camPathEditor.lua
if
im.InputFloat3(
'##markerPos',