will it explode ?

This commit is contained in:
Norite SC
2024-04-03 06:34:22 +02:00
parent 58d4bad400
commit 137a60ccef
2 changed files with 13 additions and 20 deletions

View File

@@ -252,3 +252,9 @@ void Transform::Lerp(const Transform& t1, const Transform& t2, float amount, Tra
Quaternion::Slerp(t1.Orientation, t2.Orientation, amount, result.Orientation);
Float3::Lerp(t1.Scale, t2.Scale, amount, result.Scale);
}
inline Transform Transform::AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize)
{
Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, InReturnScale);
}

View File

@@ -304,11 +304,8 @@ public:
/// <param name="InReturnScale">return scale</param>
/// InRefrenceTransform
/// <returns>rotated and snaped transform</returns>
static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize)
{
Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, InReturnScale);
}
inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize);
/// <summary>
/// combines funcions <br/>
/// <see cref="SnapToRotatedGridWithOffset"/>,<br/>
@@ -321,11 +318,8 @@ public:
/// <param name="InRelativeTo">Realative transform</param>
/// InRefrenceTransform
/// <returns>rotated and snaped transform with scale <see cref="Float3.One"/> </returns>
static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize)
{
Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, Float3::One);
}
inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize);
/// <summary>
/// combines funcions <br/>
/// <see cref="SnapToRotatedGridWithOffset"/>,<br/>
@@ -339,11 +333,8 @@ public:
/// <param name="InReturnScale">return scale</param>
/// InRefrenceTransform
/// <returns>rotated and snaped transform</returns>
static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo,const Float3& InReturnScale,const Vector3& InGridSize)
{
Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, InReturnScale);
}
inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo,const Float3& InReturnScale,const Vector3& InGridSize);
/// <summary>
/// combines funcions <br/>
/// <see cref="SnapToRotatedGridWithOffset"/>,<br/>
@@ -356,11 +347,7 @@ public:
/// <param name="InRelativeTo">Realative transform</param>
/// InRefrenceTransform
/// <returns>rotated and snaped transform with scale <see cref="Float3.One"/> </returns>
static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint,const Vector3& InNormal,const Vector3& InNormalOffset, const Transform& InRelativeTo,const Vector3& InGridSize)
{
Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, Float3::One);
}
inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint,const Vector3& InNormal,const Vector3& InNormalOffset, const Transform& InRelativeTo,const Vector3& InGridSize);
public:
FORCE_INLINE Transform operator*(const Transform& other) const