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