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

@@ -478,12 +478,12 @@ namespace FlaxEngine
Float3.Lerp(ref start.Scale, ref end.Scale, amount, out result.Scale);
}
/// <summary>
/// combines funcions <br/>
/// Combines the functions: <br/>
/// <see cref="Vector3.SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="Quaternion.GetRotacionFromNormal"/>
/// <see cref="Quaternion.GetRotationFromNormal"/>.
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> AlignRotacionToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see langword="class" /> AlignRotationToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="float"/> Offset = 50.0f;<br/>
/// <see langword="public" /> <see cref="Vector3"/> GridSize = <see cref="Vector3.One"/> * 20.0f;<br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrgin;<br/>
@@ -495,7 +495,7 @@ namespace FlaxEngine
/// <see cref="Transform"/> transform = Hit.Collider.Transform;
/// <see cref="Vector3"/> point = Hit.Point;
/// <see cref="Vector3"/> normal = Hit.Normal;
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotacionToNormalAndSnapToGrid
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
@@ -512,24 +512,24 @@ namespace FlaxEngine
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local Z grid offset to applay after snaping</param>
/// <param name="InNormal">Normal vector</param>
/// <param name="InRelativeTo">Realative transform</param>
/// <param name="InReturnScale">return scale</param>
/// InRefrenceTransform
/// <returns>rotated and snaped transform</returns>
public static Transform AlignRotacionToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, float InNormalOffset, Transform InRelativeTo, Float3 InReturnScale, Vector3 InGridSize)
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <param name="InReturnScale">The scale to apply to the transform.</param>
/// <returns>The rotated and snapped transform.</returns>
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);
}
/// <summary>
/// combines funcions <br/>
/// Combines the functions: <br/>
/// <see cref="Vector3.SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="Quaternion.GetRotacionFromNormal"/>
/// <see cref="Quaternion.GetRotationFromNormal"/>.
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> AlignRotacionToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see langword="class" /> AlignRotationToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="float"/> Offset = 50.0f;<br/>
/// <see langword="public" /> <see cref="Vector3"/> GridSize = <see cref="Vector3.One"/> * 20.0f;<br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrgin;<br/>
@@ -541,7 +541,7 @@ namespace FlaxEngine
/// <see cref="Transform"/> transform = Hit.Collider.Transform;
/// <see cref="Vector3"/> point = Hit.Point;
/// <see cref="Vector3"/> normal = Hit.Normal;
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotacionToNormalAndSnapToGrid
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
@@ -557,23 +557,23 @@ namespace FlaxEngine
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local Z grid offset to applay after snaping</param>
/// <param name="InNormal">Normal vector</param>
/// <param name="InRelativeTo">Realative transform</param>
/// InRefrenceTransform
/// <returns>rotated and snaped transform with scale <see cref="Float3.One"/> </returns>
public static Transform AlignRotacionToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, float InNormalOffset, Transform InRelativeTo, Vector3 InGridSize)
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <returns>The rotated and snapped transform with scale <see cref="Float3.One"/>.</returns>
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);
}
/// <summary>
/// combines funcions <br/>
/// Combines the functions:<br/>
/// <see cref="Vector3.SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="Quaternion.GetRotacionFromNormal"/>
/// <see cref="Quaternion.GetRotationFromNormal"/>.
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> AlignRotacionToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see langword="class" /> AlignRotationToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="Vector3"/> Offset = new Vector3(0, 0, 50f);<br/>
/// <see langword="public" /> <see cref="Vector3"/> GridSize = <see cref="Vector3.One"/> * 20.0f;<br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrgin;<br/>
@@ -585,7 +585,7 @@ namespace FlaxEngine
/// <see cref="Transform"/> transform = Hit.Collider.Transform;
/// <see cref="Vector3"/> point = Hit.Point;
/// <see cref="Vector3"/> normal = Hit.Normal;
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotacionToNormalAndSnapToGrid
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
@@ -602,25 +602,24 @@ namespace FlaxEngine
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local Z grid offset to applay after snaping</param>
/// <param name="InNormal">Normal vector</param>
/// <param name="InRelativeTo">Realative transform</param>
/// <param name="InReturnScale">return scale</param>
/// InRefrenceTransform
/// <returns>rotated and snaped transform</returns>
public static Transform AlignRotacionToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, Vector3 InNormalOffset, Transform InRelativeTo, Float3 InReturnScale, Vector3 InGridSize)
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <param name="InReturnScale">The scale to apply to the transform.</param>
/// <returns>The rotated and snapped transform.</returns>
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);
}
/// <summary>
/// combines funcions <br/>
/// Combines the functions:<br/>
/// <see cref="Vector3.SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="Quaternion.GetRotacionFromNormal"/>
/// <see cref="Quaternion.GetRotationFromNormal"/>.
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> AlignRotacionToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see langword="class" /> AlignRotationToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="Vector3"/> Offset = new Vector3(0, 0, 50f);<br/>
/// <see langword="public" /> <see cref="Vector3"/> GridSize = <see cref="Vector3.One"/> * 20.0f;<br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrgin;<br/>
@@ -632,7 +631,7 @@ namespace FlaxEngine
/// <see cref="Transform"/> transform = Hit.Collider.Transform;
/// <see cref="Vector3"/> point = Hit.Point;
/// <see cref="Vector3"/> normal = Hit.Normal;
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotacionToNormalAndSnapToGrid
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
@@ -648,14 +647,13 @@ namespace FlaxEngine
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local grid offset to applay after snaping</param>
/// <param name="InNormal">Normal vector</param>
/// <param name="InRelativeTo">Realative transform</param>
/// InRefrenceTransform
/// <returns>rotated and snaped transform with scale <see cref="Float3.One"/> </returns>
public static Transform AlignRotacionToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, Vector3 InNormalOffset, Transform InRelativeTo, Vector3 InGridSize)
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <returns>The rotated and snapped transform with scale <see cref="Float3.One"/>.</returns>
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);
}