Merge branch 'SnapToGrid' of https://github.com/NoriteSC/FlaxEngineFork into NoriteSC-SnapToGrid

This commit is contained in:
Wojtek Figat
2024-02-19 22:52:33 +01:00
2 changed files with 56 additions and 0 deletions

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@@ -1273,6 +1273,33 @@ namespace FlaxEngine
return result;
}
/// <summary>
/// funcion for grid snaping snap to absolute world grid
/// <br>desined for snaping using a ray / draging object</br>
/// </summary>
/// <param name="Translation"></param>
/// <param name="GridSize"></param>
/// <returns>out = Ceil(((A - (GridSize * 0.5f)) / GridSize) * GridSize</returns>
public static Float2 SnapToGrid(Float2 translation, Float2 gridSize)
{
translation.X = Mathf.Ceil((translation.X - (gridSize.X * 0.5f)) / gridSize.Y) * gridSize.X;
translation.Y = Mathf.Ceil((translation.Y - (gridSize.Y * 0.5f)) / gridSize.X) * gridSize.Y;
return translation;
}
/// <summary>
/// funcion for grid snaping snap to absolute world grid
/// <br>desined for snaping using a ray / draging object</br>
/// </summary>
/// <param name="Translation"></param>
/// <param name="GridSize"></param>
/// <returns>out = Ceil(((A - (GridSize * 0.5f)) / GridSize) * GridSize</returns>
public static Float2 SnapToGrid(Float2 translation, float gridSize)
{
translation.X = Mathf.Ceil((translation.X - (gridSize * 0.5f)) / gridSize) * gridSize;
translation.Y = Mathf.Ceil((translation.Y - (gridSize * 0.5f)) / gridSize) * gridSize;
return translation;
}
/// <summary>
/// Adds two vectors.
/// </summary>

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@@ -1671,6 +1671,35 @@ namespace FlaxEngine
return result;
}
/// <summary>
/// funcion for grid snaping snap to absolute world grid
/// <br>desined for snaping using a ray / draging object</br>
/// </summary>
/// <param name="Translation"></param>
/// <param name="GridSize"></param>
/// <returns>out = Ceil(((A - (GridSize * 0.5f)) / GridSize) * GridSize</returns>
public static Vector3 SnapToGrid(Vector3 translation, float gridSize)
{
translation.X = Mathr.Ceil((translation.X - (gridSize * 0.5f)) / gridSize) * gridSize;
translation.Y = Mathr.Ceil((translation.Y - (gridSize * 0.5f)) / gridSize) * gridSize;
translation.Z = Mathr.Ceil((translation.Z - (gridSize * 0.5f)) / gridSize) * gridSize;
return translation;
}
/// <summary>
/// funcion for grid snaping snap to absolute world grid
/// <br>desined for snaping using a ray / draging object</br>
/// </summary>
/// <param name="Translation"></param>
/// <param name="GridSize"></param>
/// <returns>out = Ceil(((A - (GridSize * 0.5f)) / GridSize) * GridSize</returns>
public static Vector3 SnapToGrid(Vector3 translation, Float3 gridSize)
{
translation.X = Mathr.Ceil((translation.X - (gridSize.X * 0.5f)) / gridSize.X) * gridSize.X;
translation.Y = Mathr.Ceil((translation.Y - (gridSize.Y * 0.5f)) / gridSize.Y) * gridSize.Y;
translation.Z = Mathr.Ceil((translation.Z - (gridSize.Z * 0.5f)) / gridSize.Z) * gridSize.Z;
return translation;
}
/// <summary>
/// Adds two vectors.
/// </summary>