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This is big, as it shows we are now correctly parsing the havok XML sidecard data and you can edit the scale of the bones in the viewport. This also pulls in a new libxiv version, which is required to fill out the used bones list on a Model. Right now the bone editing is incredibly basic, and the viewport suffers from a lack of depth testing still.
23 lines
381 B
C++
23 lines
381 B
C++
#pragma once
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#include <QSpinBox>
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#include <QWidget>
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#include <glm/glm.hpp>
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class Vector3Edit : public QWidget {
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Q_OBJECT
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public:
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explicit Vector3Edit(glm::vec3& vec, QWidget* parent = nullptr);
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~Vector3Edit();
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signals:
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void onValueChanged();
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private:
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struct {
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QDoubleSpinBox *x, *y, *z;
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} spinBoxes;
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glm::vec3& vec;
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QTimer* updateTimer;
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};
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