move vec to generated
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@@ -1,12 +1,15 @@
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#include "Global.h"
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#include "Instance.h"
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#include "Mesh.h"
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#include "Puzzle.h"
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#include "Tools.h"
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#include "bx/timer.h"
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#include <imgui.h>
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#include <tracy/Tracy.hpp>
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using namespace Generated;
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namespace
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{
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constexpr int32_t FrameTimeBufSize = 512;
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@@ -193,20 +196,21 @@ namespace Tools
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Vec3 quadPos = level.UIQuads.Get({0}).EData.Transform.GetPosition();
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ImGui::Text("%f %f %f", quadPos.x, quadPos.y, quadPos.z);
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if (ImGui::ColorEdit3("Base Color", &rendering.DefaultBaseColor.x))
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auto& puzzleVisuals = Puzzle::GetStaticPuzzleData().Visuals;
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if (ImGui::ColorEdit3("Tile Base Color", &puzzleVisuals.TileBaseColor.x))
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{
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auto& tiles = level.PuzzleTiles;
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for (int32_t i = 0; i < tiles.Count; ++i)
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{
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tiles.Data[i].EData.BaseColor = rendering.DefaultBaseColor;
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tiles.Data[i].EData.BaseColor = puzzleVisuals.TileBaseColor;
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}
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}
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if (ImGui::ColorEdit3("Dot Color", &rendering.DefaultTileColor.x))
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if (ImGui::ColorEdit3("Tile Dot Color", &puzzleVisuals.TileDotColor.x))
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{
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auto& tiles = level.PuzzleTiles;
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for (int32_t i = 0; i < tiles.Count; ++i)
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{
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tiles.Data[i].EData.TestColor = rendering.DefaultTileColor;
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tiles.Data[i].EData.DotColor = puzzleVisuals.TileDotColor;
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}
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}
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