correct spelling mistakes and doc's

Co-Authored-By: Menotdan <32620310+Menotdan@users.noreply.github.com>
This commit is contained in:
Norite SC
2024-04-03 14:34:51 +02:00
parent bfa3507cc6
commit 18d641e2aa
8 changed files with 146 additions and 149 deletions

View File

@@ -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);
}