will it explode ?
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@@ -252,3 +252,9 @@ void Transform::Lerp(const Transform& t1, const Transform& t2, float amount, Tra
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Quaternion::Slerp(t1.Orientation, t2.Orientation, amount, result.Orientation);
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Float3::Lerp(t1.Scale, t2.Scale, amount, result.Scale);
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}
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inline Transform Transform::AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize)
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{
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Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
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return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, InReturnScale);
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}
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@@ -304,11 +304,8 @@ public:
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/// <param name="InReturnScale">return scale</param>
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/// InRefrenceTransform
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/// <returns>rotated and snaped transform</returns>
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static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize)
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{
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Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
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return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, InReturnScale);
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}
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inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize);
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/// <summary>
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/// combines funcions <br/>
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/// <see cref="SnapToRotatedGridWithOffset"/>,<br/>
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@@ -321,11 +318,8 @@ public:
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/// <param name="InRelativeTo">Realative transform</param>
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/// InRefrenceTransform
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/// <returns>rotated and snaped transform with scale <see cref="Float3.One"/> </returns>
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static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize)
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{
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Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
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return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, Float3::One);
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}
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inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize);
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/// <summary>
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/// combines funcions <br/>
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/// <see cref="SnapToRotatedGridWithOffset"/>,<br/>
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@@ -339,11 +333,8 @@ public:
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/// <param name="InReturnScale">return scale</param>
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/// InRefrenceTransform
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/// <returns>rotated and snaped transform</returns>
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static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo,const Float3& InReturnScale,const Vector3& InGridSize)
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{
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Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
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return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, InReturnScale);
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}
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inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo,const Float3& InReturnScale,const Vector3& InGridSize);
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/// <summary>
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/// combines funcions <br/>
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/// <see cref="SnapToRotatedGridWithOffset"/>,<br/>
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@@ -356,11 +347,7 @@ public:
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/// <param name="InRelativeTo">Realative transform</param>
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/// InRefrenceTransform
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/// <returns>rotated and snaped transform with scale <see cref="Float3.One"/> </returns>
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static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint,const Vector3& InNormal,const Vector3& InNormalOffset, const Transform& InRelativeTo,const Vector3& InGridSize)
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{
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Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
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return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, Float3::One);
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}
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inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint,const Vector3& InNormal,const Vector3& InNormalOffset, const Transform& InRelativeTo,const Vector3& InGridSize);
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public:
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FORCE_INLINE Transform operator*(const Transform& other) const
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