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https://github.com/TorqueGameEngines/Torque3D.git
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Moves the delta-based rounding function Verve used up into the engine so it wouldn't override the regular mRound function. Now is mRoundDelta.
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4 changed files with 14 additions and 14 deletions
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@ -105,6 +105,17 @@ DefineEngineFunction( mRound, S32, ( F32 v ),,
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return mRound(v);
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return mRound(v);
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}
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}
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DefineEngineFunction(mRoundDelta, S32, (F32 v, S32 d), (0.0, 1),
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"Round v to the nearest number based on the delta"
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"@param v Value to round"
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"@param d Delta use when rounding"
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"@return The rounded value as a S32."
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"@ingroup Math")
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{
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return (mFloor(v / d + 0.5) * d);
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}
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DefineEngineFunction( mRoundColour, F32, ( F32 v, S32 n ), (0),
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DefineEngineFunction( mRoundColour, F32, ( F32 v, S32 n ), (0),
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"Round v to the nth decimal place or the nearest whole number by default."
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"Round v to the nth decimal place or the nearest whole number by default."
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"@param v Value to roundn"
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"@param v Value to roundn"
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@ -91,7 +91,7 @@ function VDirectorEvent::getSnapTime( %this, %targetTime )
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if ( $VerveEditor::Event::SnapTime > 0 )
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if ( $VerveEditor::Event::SnapTime > 0 )
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{
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{
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// Snap.
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// Snap.
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return mRound( %targetTime, $VerveEditor::Event::SnapTime );
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return mRoundDelta( %targetTime, $VerveEditor::Event::SnapTime );
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}
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}
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// No Snap!
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// No Snap!
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@ -197,7 +197,7 @@ function VEvent::getSnapTime( %this, %targetTime )
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if ( $Pref::VerveEditor::Event::SnapToTime && $Pref::VerveEditor::Event::SnapToTimeThreshold > 0 )
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if ( $Pref::VerveEditor::Event::SnapToTime && $Pref::VerveEditor::Event::SnapToTimeThreshold > 0 )
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{
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{
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// Snap.
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// Snap.
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return mRound( %targetTime, $Pref::VerveEditor::Event::SnapToTimeThreshold );
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return mRoundDelta( %targetTime, $Pref::VerveEditor::Event::SnapToTimeThreshold );
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}
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}
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// No Snap!
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// No Snap!
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@ -45,17 +45,6 @@ function GuiControl::getParentOfType( %this, %className )
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return 0;
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return 0;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// MATH
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//
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//-----------------------------------------------------------------------------
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function mRound( %number, %delta )
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{
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return ( mFloor( %number / %delta + 0.5 ) * %delta );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// STRING
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// STRING
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