diff --git a/Source/Engine/Core/Math/Double2.cs b/Source/Engine/Core/Math/Double2.cs index 02669a869..9211d2a7b 100644 --- a/Source/Engine/Core/Math/Double2.cs +++ b/Source/Engine/Core/Math/Double2.cs @@ -1255,6 +1255,19 @@ namespace FlaxEngine return result; } + /// + /// Snaps the input position into the grid. + /// + /// The position to snap. + /// The size of the grid. + /// The position snapped to the grid. + public static Double2 SnapToGrid(Double2 pos, Double2 gridSize) + { + pos.X = Mathd.Ceil((pos.X - (gridSize.X * 0.5)) / gridSize.Y) * gridSize.X; + pos.Y = Mathd.Ceil((pos.Y - (gridSize.Y * 0.5)) / gridSize.X) * gridSize.Y; + return pos; + } + /// /// Adds two vectors. /// diff --git a/Source/Engine/Core/Math/Double3.cs b/Source/Engine/Core/Math/Double3.cs index ca5eb9cbd..ccb30d699 100644 --- a/Source/Engine/Core/Math/Double3.cs +++ b/Source/Engine/Core/Math/Double3.cs @@ -1536,6 +1536,20 @@ namespace FlaxEngine return result; } + /// + /// Snaps the input position into the grid. + /// + /// The position to snap. + /// The size of the grid. + /// The position snapped to the grid. + public static Double3 SnapToGrid(Double3 pos, Double3 gridSize) + { + pos.X = Mathd.Ceil((pos.X - (gridSize.X * 0.5)) / gridSize.X) * gridSize.X; + pos.Y = Mathd.Ceil((pos.Y - (gridSize.Y * 0.5)) / gridSize.Y) * gridSize.Y; + pos.Z = Mathd.Ceil((pos.Z - (gridSize.Z * 0.5)) / gridSize.Z) * gridSize.Z; + return pos; + } + /// /// Adds two vectors. /// diff --git a/Source/Engine/Core/Math/Float2.cs b/Source/Engine/Core/Math/Float2.cs index 38fb7534a..ccf8384c8 100644 --- a/Source/Engine/Core/Math/Float2.cs +++ b/Source/Engine/Core/Math/Float2.cs @@ -1274,30 +1274,16 @@ namespace FlaxEngine } /// - /// funcion for grid snaping snap to absolute world grid - ///
desined for snaping using a ray / draging object
+ /// Snaps the input position into the grid. ///
- /// - /// - /// out = Ceil(((A - (GridSize * 0.5f)) / GridSize) * GridSize - public static Float2 SnapToGrid(Float2 translation, Float2 gridSize) + /// The position to snap. + /// The size of the grid. + /// The position snapped to the grid. + public static Float2 SnapToGrid(Float2 pos, Float2 gridSize) { - translation.X = Mathf.Ceil((translation.X - (gridSize.X * 0.5f)) / gridSize.Y) * gridSize.X; - translation.Y = Mathf.Ceil((translation.Y - (gridSize.Y * 0.5f)) / gridSize.X) * gridSize.Y; - return translation; - } - /// - /// funcion for grid snaping snap to absolute world grid - ///
desined for snaping using a ray / draging object
- ///
- /// - /// - /// out = Ceil(((A - (GridSize * 0.5f)) / GridSize) * GridSize - public static Float2 SnapToGrid(Float2 translation, float gridSize) - { - translation.X = Mathf.Ceil((translation.X - (gridSize * 0.5f)) / gridSize) * gridSize; - translation.Y = Mathf.Ceil((translation.Y - (gridSize * 0.5f)) / gridSize) * gridSize; - return translation; + pos.X = Mathf.Ceil((pos.X - (gridSize.X * 0.5f)) / gridSize.Y) * gridSize.X; + pos.Y = Mathf.Ceil((pos.Y - (gridSize.Y * 0.5f)) / gridSize.X) * gridSize.Y; + return pos; } /// diff --git a/Source/Engine/Core/Math/Float3.cs b/Source/Engine/Core/Math/Float3.cs index 3ea95f0d7..9ee2bbea9 100644 --- a/Source/Engine/Core/Math/Float3.cs +++ b/Source/Engine/Core/Math/Float3.cs @@ -1520,6 +1520,20 @@ namespace FlaxEngine return result; } + /// + /// Snaps the input position into the grid. + /// + /// The position to snap. + /// The size of the grid. + /// The position snapped to the grid. + public static Float3 SnapToGrid(Float3 pos, Float3 gridSize) + { + pos.X = Mathf.Ceil((pos.X - (gridSize.X * 0.5f)) / gridSize.X) * gridSize.X; + pos.Y = Mathf.Ceil((pos.Y - (gridSize.Y * 0.5f)) / gridSize.Y) * gridSize.Y; + pos.Z = Mathf.Ceil((pos.Z - (gridSize.Z * 0.5f)) / gridSize.Z) * gridSize.Z; + return pos; + } + /// /// Adds two vectors. /// diff --git a/Source/Engine/Core/Math/Vector2.cs b/Source/Engine/Core/Math/Vector2.cs index 568c51764..f8e0b6c32 100644 --- a/Source/Engine/Core/Math/Vector2.cs +++ b/Source/Engine/Core/Math/Vector2.cs @@ -1381,6 +1381,19 @@ namespace FlaxEngine return result; } + /// + /// Snaps the input position into the grid. + /// + /// The position to snap. + /// The size of the grid. + /// The position snapped to the grid. + public static Vector2 SnapToGrid(Vector2 pos, Vector2 gridSize) + { + pos.X = Mathr.Ceil((pos.X - (gridSize.X * 0.5f)) / gridSize.Y) * gridSize.X; + pos.Y = Mathr.Ceil((pos.Y - (gridSize.Y * 0.5f)) / gridSize.X) * gridSize.Y; + return pos; + } + /// /// Adds two vectors. /// diff --git a/Source/Engine/Core/Math/Vector3.cs b/Source/Engine/Core/Math/Vector3.cs index ad1797644..554631849 100644 --- a/Source/Engine/Core/Math/Vector3.cs +++ b/Source/Engine/Core/Math/Vector3.cs @@ -1672,32 +1672,17 @@ namespace FlaxEngine } /// - /// funcion for grid snaping snap to absolute world grid - ///
desined for snaping using a ray / draging object
+ /// Snaps the input position into the grid. ///
- /// - /// - /// out = Ceil(((A - (GridSize * 0.5f)) / GridSize) * GridSize - public static Vector3 SnapToGrid(Vector3 translation, float gridSize) + /// The position to snap. + /// The size of the grid. + /// The position snapped to the grid. + public static Vector3 SnapToGrid(Vector3 pos, Vector3 gridSize) { - translation.X = Mathr.Ceil((translation.X - (gridSize * 0.5f)) / gridSize) * gridSize; - translation.Y = Mathr.Ceil((translation.Y - (gridSize * 0.5f)) / gridSize) * gridSize; - translation.Z = Mathr.Ceil((translation.Z - (gridSize * 0.5f)) / gridSize) * gridSize; - return translation; - } - /// - /// funcion for grid snaping snap to absolute world grid - ///
desined for snaping using a ray / draging object
- ///
- /// - /// - /// out = Ceil(((A - (GridSize * 0.5f)) / GridSize) * GridSize - public static Vector3 SnapToGrid(Vector3 translation, Float3 gridSize) - { - translation.X = Mathr.Ceil((translation.X - (gridSize.X * 0.5f)) / gridSize.X) * gridSize.X; - translation.Y = Mathr.Ceil((translation.Y - (gridSize.Y * 0.5f)) / gridSize.Y) * gridSize.Y; - translation.Z = Mathr.Ceil((translation.Z - (gridSize.Z * 0.5f)) / gridSize.Z) * gridSize.Z; - return translation; + pos.X = Mathr.Ceil((pos.X - (gridSize.X * 0.5f)) / gridSize.X) * gridSize.X; + pos.Y = Mathr.Ceil((pos.Y - (gridSize.Y * 0.5f)) / gridSize.Y) * gridSize.Y; + pos.Z = Mathr.Ceil((pos.Z - (gridSize.Z * 0.5f)) / gridSize.Z) * gridSize.Z; + return pos; } ///