From 18d641e2aa6f26b021204384cfaaf19576e1bc30 Mon Sep 17 00:00:00 2001
From: Norite SC <162097313+cNori@users.noreply.github.com>
Date: Wed, 3 Apr 2024 14:34:51 +0200
Subject: [PATCH] correct spelling mistakes and doc's
Co-Authored-By: Menotdan <32620310+Menotdan@users.noreply.github.com>
---
Source/Engine/Core/Math/Quaternion.cpp | 6 +-
Source/Engine/Core/Math/Quaternion.cs | 24 +++---
Source/Engine/Core/Math/Quaternion.h | 14 ++--
Source/Engine/Core/Math/Transform.cpp | 16 ++--
Source/Engine/Core/Math/Transform.cs | 90 ++++++++++----------
Source/Engine/Core/Math/Transform.h | 112 ++++++++++++-------------
Source/Engine/Core/Math/Vector3.cs | 14 ++--
Source/Engine/Core/Math/Vector3.h | 19 +++--
8 files changed, 146 insertions(+), 149 deletions(-)
diff --git a/Source/Engine/Core/Math/Quaternion.cpp b/Source/Engine/Core/Math/Quaternion.cpp
index addff7854..4197fa147 100644
--- a/Source/Engine/Core/Math/Quaternion.cpp
+++ b/Source/Engine/Core/Math/Quaternion.cpp
@@ -534,13 +534,13 @@ void Quaternion::RotationYawPitchRoll(float yaw, float pitch, float roll, Quater
result.Z = cosYawOver2 * cosPitchOver2 * sinRollOver2 - sinYawOver2 * sinPitchOver2 * cosRollOver2;
}
-Quaternion Quaternion::GetRotacionFromNormal(const Vector3& InNormal, const Transform& InRefrenceTransform)
+Quaternion Quaternion::GetRotationFromNormal(const Vector3& InNormal, const Transform& InReferenceTransform)
{
- Float3 up = InRefrenceTransform.GetUp();
+ Float3 up = InReferenceTransform.GetUp();
auto dot = Vector3::Dot(InNormal, up);
if (Math::NearEqual(Math::Abs(dot), 1))
{
- up = InRefrenceTransform.GetRight();
+ up = InReferenceTransform.GetRight();
}
return Quaternion::LookRotation(InNormal, up);
}
diff --git a/Source/Engine/Core/Math/Quaternion.cs b/Source/Engine/Core/Math/Quaternion.cs
index b69df3969..a23487c19 100644
--- a/Source/Engine/Core/Math/Quaternion.cs
+++ b/Source/Engine/Core/Math/Quaternion.cs
@@ -1480,13 +1480,13 @@ namespace FlaxEngine
}
///
- /// Gets rotacion for normal in relation to transform
- /// Funcion especially created for aligned with axis aligned faces
- /// use full with
+ /// Gets rotation from a normal in relation to a transform.
+ /// This function is especially useful for axis aligned faces,
+ /// and with .
///
/// Example code:
///
- /// GetRotacionFromNormalExample :
+ /// GetRotationFromNormalExample :
/// RayOrgin;
/// SomeObject;
///
@@ -1497,7 +1497,7 @@ namespace FlaxEngine
/// transform = Hit.Collider.Transform;
/// point = Hit.Point;
/// normal = Hit.Normal;
- /// rot = .GetRotacionFromNormal(normal,transform);
+ /// rot = .GetRotationFromNormal(normal,transform);
/// SomeObject.Position = point;
/// SomeObject.Orientation = rot;
/// }
@@ -1506,18 +1506,18 @@ namespace FlaxEngine
///
///
///
- /// the normal vector
- /// relative to
- /// normal as rotacion
- public static Quaternion GetRotacionFromNormal(Vector3 InNormal, Transform InRefrenceTransform)
+ /// The normal vector.
+ /// The reference transform.
+ /// The rotation from the normal vector.
+ public static Quaternion GetRotationFromNormal(Vector3 InNormal, Transform InReferenceTransform)
{
- Float3 up = InRefrenceTransform.Up;
+ Float3 up = InReferenceTransform.Up;
var dot = Vector3.Dot(InNormal, up);
if (Mathf.NearEqual(Math.Abs(dot), 1))
{
- up = InRefrenceTransform.Right;
+ up = InReferenceTransform.Right;
}
- return Quaternion.LookRotation(InNormal, up);
+ return LookRotation(InNormal, up);
}
///
diff --git a/Source/Engine/Core/Math/Quaternion.h b/Source/Engine/Core/Math/Quaternion.h
index b0e456e9b..d841f964f 100644
--- a/Source/Engine/Core/Math/Quaternion.h
+++ b/Source/Engine/Core/Math/Quaternion.h
@@ -663,14 +663,14 @@ public:
///
- /// Gets rotacion for normal in relation to transform
- /// Funcion especially created for aligned with axis aligned faces
- /// use full with
+ /// Gets rotation from a normal in relation to a transform.
+ /// This function is especially useful for axis aligned faces,
+ /// and with .
///
- /// the normal vector
- /// relative to
- /// normal as rotacion
- static Quaternion GetRotacionFromNormal(const Vector3& InNormal, const Transform& InRefrenceTransform);
+ /// The normal vector.
+ /// The reference transform.
+ /// The rotation from the normal vector.
+ static Quaternion GetRotationFromNormal(const Vector3& InNormal, const Transform& InReferenceTransform);
};
///
diff --git a/Source/Engine/Core/Math/Transform.cpp b/Source/Engine/Core/Math/Transform.cpp
index cfb1ca3b7..234b78c04 100644
--- a/Source/Engine/Core/Math/Transform.cpp
+++ b/Source/Engine/Core/Math/Transform.cpp
@@ -253,26 +253,26 @@ void Transform::Lerp(const Transform& t1, const Transform& t2, float amount, Tra
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)
+inline Transform Transform::AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize)
{
- Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
+ Quaternion rot = Quaternion::GetRotationFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, InReturnScale);
}
-inline Transform Transform::AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize)
+inline Transform Transform::AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize)
{
- Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
+ Quaternion rot = Quaternion::GetRotationFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, Float3::One);
}
-inline Transform Transform::AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize)
+inline Transform Transform::AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize)
{
- Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
+ Quaternion rot = Quaternion::GetRotationFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, InReturnScale);
}
-inline Transform Transform::AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize)
+inline Transform Transform::AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize)
{
- Quaternion rot = Quaternion::GetRotacionFromNormal(InNormal, InRelativeTo);
+ Quaternion rot = Quaternion::GetRotationFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, Float3::One);
}
diff --git a/Source/Engine/Core/Math/Transform.cs b/Source/Engine/Core/Math/Transform.cs
index 844625514..ba86c1a6d 100644
--- a/Source/Engine/Core/Math/Transform.cs
+++ b/Source/Engine/Core/Math/Transform.cs
@@ -478,12 +478,12 @@ namespace FlaxEngine
Float3.Lerp(ref start.Scale, ref end.Scale, amount, out result.Scale);
}
///
- /// combines funcions
+ /// Combines the functions:
/// ,
- ///
+ /// .
/// Example code:
///
- /// AlignRotacionToObjectAndSnapToGridExample :
+ /// AlignRotationToObjectAndSnapToGridExample :
/// Offset = 50.0f;
/// GridSize = * 20.0f;
/// RayOrgin;
@@ -495,7 +495,7 @@ namespace FlaxEngine
/// transform = Hit.Collider.Transform;
/// point = Hit.Point;
/// normal = Hit.Normal;
- /// SomeObject.Transform = .AlignRotacionToNormalAndSnapToGrid
+ /// SomeObject.Transform = .AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
@@ -512,24 +512,24 @@ namespace FlaxEngine
///
/// The position to snap.
/// The size of the grid.
- /// The local Z grid offset to applay after snaping
- /// Normal vector
- /// Realative transform
- /// return scale
- /// InRefrenceTransform
- /// rotated and snaped transform
- public static Transform AlignRotacionToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, float InNormalOffset, Transform InRelativeTo, Float3 InReturnScale, Vector3 InGridSize)
+ /// The local Z grid offset to apply after snapping.
+ /// The normal vector.
+ /// The relative transform.
+ /// The scale to apply to the transform.
+ /// The rotated and snapped transform.
+ public static Transform AlignRotationToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, float InNormalOffset, Transform InRelativeTo, Float3 InReturnScale, Vector3 InGridSize)
{
- Quaternion rot = Quaternion.GetRotacionFromNormal(InNormal, InRelativeTo);
+ Quaternion rot = Quaternion.GetRotationFromNormal(InNormal, InRelativeTo);
return new Transform(Vector3.SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, new Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, InReturnScale);
}
+
///
- /// combines funcions
+ /// Combines the functions:
/// ,
- ///
+ /// .
/// Example code:
///
- /// AlignRotacionToObjectAndSnapToGridExample :
+ /// AlignRotationToObjectAndSnapToGridExample :
/// Offset = 50.0f;
/// GridSize = * 20.0f;
/// RayOrgin;
@@ -541,7 +541,7 @@ namespace FlaxEngine
/// transform = Hit.Collider.Transform;
/// point = Hit.Point;
/// normal = Hit.Normal;
- /// SomeObject.Transform = .AlignRotacionToNormalAndSnapToGrid
+ /// SomeObject.Transform = .AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
@@ -557,23 +557,23 @@ namespace FlaxEngine
///
/// The position to snap.
/// The size of the grid.
- /// The local Z grid offset to applay after snaping
- /// Normal vector
- /// Realative transform
- /// InRefrenceTransform
- /// rotated and snaped transform with scale
- public static Transform AlignRotacionToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, float InNormalOffset, Transform InRelativeTo, Vector3 InGridSize)
+ /// The local Z grid offset to apply after snapping.
+ /// The normal vector.
+ /// The relative transform.
+ /// The rotated and snapped transform with scale .
+ public static Transform AlignRotationToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, float InNormalOffset, Transform InRelativeTo, Vector3 InGridSize)
{
- Quaternion rot = Quaternion.GetRotacionFromNormal(InNormal, InRelativeTo);
+ Quaternion rot = Quaternion.GetRotationFromNormal(InNormal, InRelativeTo);
return new Transform(Vector3.SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, new Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, Float3.One);
}
+
///
- /// combines funcions
+ /// Combines the functions:
/// ,
- ///
+ /// .
/// Example code:
///
- /// AlignRotacionToObjectAndSnapToGridExample :
+ /// AlignRotationToObjectAndSnapToGridExample :
/// Offset = new Vector3(0, 0, 50f);
/// GridSize = * 20.0f;
/// RayOrgin;
@@ -585,7 +585,7 @@ namespace FlaxEngine
/// transform = Hit.Collider.Transform;
/// point = Hit.Point;
/// normal = Hit.Normal;
- /// SomeObject.Transform = .AlignRotacionToNormalAndSnapToGrid
+ /// SomeObject.Transform = .AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
@@ -602,25 +602,24 @@ namespace FlaxEngine
///
/// The position to snap.
/// The size of the grid.
- /// The local Z grid offset to applay after snaping
- /// Normal vector
- /// Realative transform
- /// return scale
- /// InRefrenceTransform
- /// rotated and snaped transform
- public static Transform AlignRotacionToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, Vector3 InNormalOffset, Transform InRelativeTo, Float3 InReturnScale, Vector3 InGridSize)
+ /// The local Z grid offset to apply after snapping.
+ /// The normal vector.
+ /// The relative transform.
+ /// The scale to apply to the transform.
+ /// The rotated and snapped transform.
+ public static Transform AlignRotationToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, Vector3 InNormalOffset, Transform InRelativeTo, Float3 InReturnScale, Vector3 InGridSize)
{
- Quaternion rot = Quaternion.GetRotacionFromNormal(InNormal, InRelativeTo);
+ Quaternion rot = Quaternion.GetRotationFromNormal(InNormal, InRelativeTo);
return new Transform(Vector3.SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, InReturnScale);
}
///
- /// combines funcions
+ /// Combines the functions:
/// ,
- ///
+ /// .
/// Example code:
///
- /// AlignRotacionToObjectAndSnapToGridExample :
+ /// AlignRotationToObjectAndSnapToGridExample :
/// Offset = new Vector3(0, 0, 50f);
/// GridSize = * 20.0f;
/// RayOrgin;
@@ -632,7 +631,7 @@ namespace FlaxEngine
/// transform = Hit.Collider.Transform;
/// point = Hit.Point;
/// normal = Hit.Normal;
- /// SomeObject.Transform = .AlignRotacionToNormalAndSnapToGrid
+ /// SomeObject.Transform = .AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
@@ -648,14 +647,13 @@ namespace FlaxEngine
///
/// The position to snap.
/// The size of the grid.
- /// The local grid offset to applay after snaping
- /// Normal vector
- /// Realative transform
- /// InRefrenceTransform
- /// rotated and snaped transform with scale
- public static Transform AlignRotacionToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, Vector3 InNormalOffset, Transform InRelativeTo, Vector3 InGridSize)
+ /// The local Z grid offset to apply after snapping.
+ /// The normal vector.
+ /// The relative transform.
+ /// The rotated and snapped transform with scale .
+ public static Transform AlignRotationToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, Vector3 InNormalOffset, Transform InRelativeTo, Vector3 InGridSize)
{
- Quaternion rot = Quaternion.GetRotacionFromNormal(InNormal, InRelativeTo);
+ Quaternion rot = Quaternion.GetRotationFromNormal(InNormal, InRelativeTo);
return new Transform(Vector3.SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, Float3.One);
}
diff --git a/Source/Engine/Core/Math/Transform.h b/Source/Engine/Core/Math/Transform.h
index 7d76f3432..f170ce7a9 100644
--- a/Source/Engine/Core/Math/Transform.h
+++ b/Source/Engine/Core/Math/Transform.h
@@ -18,20 +18,20 @@ API_STRUCT() struct FLAXENGINE_API Transform
///
/// The translation vector of the transform.
///
- API_FIELD(Attributes="EditorOrder(10), EditorDisplay(null, \"Position\"), ValueCategory(Utils.ValueCategory.Distance)")
- Vector3 Translation;
+ API_FIELD(Attributes = "EditorOrder(10), EditorDisplay(null, \"Position\"), ValueCategory(Utils.ValueCategory.Distance)")
+ Vector3 Translation;
///
/// The rotation of the transform.
///
- API_FIELD(Attributes="EditorOrder(20), EditorDisplay(null, \"Rotation\"), ValueCategory(Utils.ValueCategory.Angle)")
- Quaternion Orientation;
+ API_FIELD(Attributes = "EditorOrder(20), EditorDisplay(null, \"Rotation\"), ValueCategory(Utils.ValueCategory.Angle)")
+ Quaternion Orientation;
///
/// The scale vector of the transform.
///
- API_FIELD(Attributes="EditorOrder(30), Limit(float.MinValue, float.MaxValue, 0.01f)")
- Float3 Scale;
+ API_FIELD(Attributes = "EditorOrder(30), Limit(float.MinValue, float.MaxValue, 0.01f)")
+ Float3 Scale;
public:
///
@@ -291,63 +291,61 @@ public:
return result;
}
- ///
- /// combines funcions
- /// ,
- ///
- ///
- /// The position to snap.
- /// The size of the grid.
- /// The local Z grid offset to applay after snaping
- /// Normal vector
- /// Realative transform
- /// return scale
- /// InRefrenceTransform
- /// rotated and snaped transform
- inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize);
-
- ///
- /// combines funcions
- /// ,
- ///
- ///
- /// The position to snap.
- /// The size of the grid.
- /// The local Z grid offset to applay after snaping
- /// Normal vector
- /// Realative transform
- /// InRefrenceTransform
- /// rotated and snaped transform with scale
- inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize);
-
- ///
- /// combines funcions
- /// ,
- ///
- ///
- /// The position to snap.
- /// The size of the grid.
- /// The local Z grid offset to applay after snaping
- /// Normal vector
- /// Realative transform
- /// return scale
- /// InRefrenceTransform
- /// rotated and snaped transform
- inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo,const Float3& InReturnScale,const Vector3& InGridSize);
///
- /// combines funcions
+ /// Combines the functions:
/// ,
- ///
+ /// .
///
/// The position to snap.
/// The size of the grid.
- /// The local grid offset to applay after snaping
- /// Normal vector
- /// Realative transform
- /// InRefrenceTransform
- /// rotated and snaped transform with scale
- inline static Transform AlignRotacionToNormalAndSnapToGrid(const Vector3& InPoint,const Vector3& InNormal,const Vector3& InNormalOffset, const Transform& InRelativeTo,const Vector3& InGridSize);
+ /// The local Z grid offset to apply after snapping.
+ /// The normal vector.
+ /// The relative transform.
+ /// The scale to apply to the transform.
+ /// The rotated and snapped transform.
+ static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize);
+
+ ///
+ /// Combines the functions:
+ /// ,
+ /// .
+ ///
+ /// The position to snap.
+ /// The size of the grid.
+ /// The local Z grid offset to apply after snapping.
+ /// The normal vector.
+ /// The relative transform.
+ /// The rotated and snapped transform with scale .
+ static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize);
+
+ ///
+ /// Combines the functions:
+ /// ,
+ /// .
+ ///
+ /// The position to snap.
+ /// The size of the grid.
+ /// The local Z grid offset to apply after snapping.
+ /// The normal vector.
+ /// The relative transform.
+ /// The scale to apply to the transform.
+ /// The rotated and snapped transform.
+ static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize);
+
+ ///
+ /// Combines the functions:
+ /// ,
+ /// .
+ ///
+ /// The position to snap.
+ /// The size of the grid.
+ /// The local Z grid offset to apply after snapping.
+ /// The normal vector.
+ /// The relative transform.
+ /// The rotated and snapped transform with scale .
+ static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize);
+
public:
FORCE_INLINE Transform operator*(const Transform& other) const
diff --git a/Source/Engine/Core/Math/Vector3.cs b/Source/Engine/Core/Math/Vector3.cs
index 9cda11544..5e50dd07c 100644
--- a/Source/Engine/Core/Math/Vector3.cs
+++ b/Source/Engine/Core/Math/Vector3.cs
@@ -1672,7 +1672,7 @@ namespace FlaxEngine
}
///
- /// Snaps the input position into the grid.
+ /// Snaps the input position onto the grid.
///
/// The position to snap.
/// The size of the grid.
@@ -1686,8 +1686,8 @@ namespace FlaxEngine
}
///
- /// Snaps the on to rotate grid.
- /// for world aligned grid snapping use instead
+ /// Snaps the onto the rotated grid.
+ /// For world aligned grid snapping use instead.
/// Example code:
///
/// SnapToRotatedGridExample :
@@ -1723,7 +1723,7 @@ namespace FlaxEngine
return (SnapToGrid(p, InGridSize) * InOrientation) + InCenterPoint;
}
///
- /// The same as but with local offset applied after point is spapend
+ /// The same as but with local offset applied after point is snapped.
/// Example code:
///
/// SnapToRotatedGridWithOffsetExample :
@@ -1739,7 +1739,7 @@ namespace FlaxEngine
/// transform = Hit.Collider.Transform;
/// point = Hit.Point;
/// normal = Hit.Normal;
- /// rot = .GetRotacionFromNormal(normal,transform);
+ /// rot = .GetRotationFromNormal(normal,transform);
/// point = .SnapToRotatedGridWithOffset(point,position,Offset,rot,GridSize);
/// SomeObject.Position = point;
/// }
@@ -1752,8 +1752,8 @@ namespace FlaxEngine
/// The center point.
/// The rotation of the grid.
/// The size of the grid.
- /// The local grid offset to applay after snaping
- ///
+ /// The local grid offset to apply after snapping.
+ /// The position snapped to the grid, with offset applied.
public static Vector3 SnapToRotatedGridWithOffset(Vector3 InPoint, Vector3 InCenterPoint, Vector3 InOffset, Quaternion InOrientation, Vector3 InGridSize)
{
return ((SnapToGrid((InPoint - InCenterPoint) * InOrientation.Conjugated(), InGridSize) + InOffset) * InOrientation) + InCenterPoint;
diff --git a/Source/Engine/Core/Math/Vector3.h b/Source/Engine/Core/Math/Vector3.h
index 7850411f9..4160bf5d4 100644
--- a/Source/Engine/Core/Math/Vector3.h
+++ b/Source/Engine/Core/Math/Vector3.h
@@ -929,33 +929,34 @@ public:
static FLAXENGINE_API T Angle(const Vector3Base& from, const Vector3Base& to);
///
- /// Snaps the input position into the grid.
+ /// Snaps the input position onto the grid.
///
/// The position to snap.
/// The size of the grid.
/// The position snapped to the grid.
- static Vector3Base SnapToGrid(const Vector3Base& pos,const Vector3Base& gridSize);
+ static FLAXENGINE_API Vector3Base SnapToGrid(const Vector3Base& pos, const Vector3Base& gridSize);
///
- /// Snaps the on to rotate grid.
- /// for world aligned grid snapping use instead
+ /// Snaps the onto the rotated grid.
+ /// For world aligned grid snapping use instead.
///
/// The position to snap.
/// The center point.
/// The rotation of the grid.
/// The size of the grid.
/// The position snapped to the grid.
- static Vector3Base SnapToRotatedGrid(const Vector3Base& InPoint, const Vector3Base& InCenterPoint, const Quaternion& InOrientation, const Vector3Base& InGridSize);
+ static FLAXENGINE_API Vector3Base SnapToRotatedGrid(const Vector3Base& InPoint, const Vector3Base& InCenterPoint, const Quaternion& InOrientation, const Vector3Base& InGridSize);
+
///
- /// The same as but with local offset applied after point is spapend
+ /// The same as but with local offset applied after point is snapped.
///
/// The position to snap.
/// The center point.
/// The rotation of the grid.
/// The size of the grid.
- /// The local grid offset to applay after snaping
- ///
- static Vector3Base SnapToRotatedGridWithOffset(const Vector3Base& InPoint, const Vector3Base& InCenterPoint, const Vector3Base& InOffset, const Quaternion& InOrientation, const Vector3Base& InGridSize);
+ /// The local grid offset to apply after snapping.
+ /// The position snapped to the grid, with offset applied.
+ static FLAXENGINE_API Vector3Base SnapToRotatedGridWithOffset(const Vector3Base& InPoint, const Vector3Base& InCenterPoint, const Vector3Base& InOffset, const Quaternion& InOrientation, const Vector3Base& InGridSize);
};
template