Update Float2.cs
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@@ -1280,11 +1280,11 @@ namespace FlaxEngine
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/// <param name="Translation"></param>
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/// <param name="GridSize"></param>
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/// <returns>out = Ceil(((A - (GridSize * 0.5f)) / GridSize) * GridSize</returns>
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public static Float2 SnapToGrid(Float2 Translation, Float2 GridSize)
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public static Float2 SnapToGrid(Float2 translation, Float2 gridSize)
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{
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Translation.X = Mathf.Ceil((Translation.X - (GridSize.X * 0.5f)) / GridSize.Y) * GridSize.X;
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Translation.Y = Mathf.Ceil((Translation.Y - (GridSize.Y * 0.5f)) / GridSize.X) * GridSize.Y;
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return Translation;
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translation.X = Mathf.Ceil((translation.X - (gridSize.X * 0.5f)) / gridSize.Y) * gridSize.X;
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translation.Y = Mathf.Ceil((translation.Y - (gridSize.Y * 0.5f)) / gridSize.X) * gridSize.Y;
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return translation;
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}
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/// <summary>
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/// funcion for grid snaping snap to absolute world grid
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@@ -1295,9 +1295,9 @@ namespace FlaxEngine
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/// <returns>out = Ceil(((A - (GridSize * 0.5f)) / GridSize) * GridSize</returns>
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public static Float2 SnapToGrid(Float2 Translation, float GridSize)
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{
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Translation.X = Mathf.Ceil((Translation.X - (GridSize * 0.5f)) / GridSize) * GridSize;
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Translation.Y = Mathf.Ceil((Translation.Y - (GridSize * 0.5f)) / GridSize) * GridSize;
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return Translation;
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translation.X = Mathf.Ceil((translation.X - (gridSize * 0.5f)) / gridSize) * gridSize;
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translation.Y = Mathf.Ceil((translation.Y - (gridSize * 0.5f)) / gridSize) * gridSize;
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return translation;
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}
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/// <summary>
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