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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 08:34:40 +00:00
ditch _snapfloat entirely in favor of just using the shared mRoundF
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f52c1165b6
commit
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4 changed files with 7 additions and 20 deletions
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@ -1089,7 +1089,7 @@ void Gizmo::on3DMouseDragged( const Gui3DMouseEvent & event )
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//
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//
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if((mProfile->forceSnapRotations && event.modifier | SI_SHIFT) || (mProfile->allowSnapRotations && event.modifier & SI_SHIFT ))
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if((mProfile->forceSnapRotations && event.modifier | SI_SHIFT) || (mProfile->allowSnapRotations && event.modifier & SI_SHIFT ))
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angle = mDegToRad( _snapFloat( mRadToDeg( angle ), mProfile->rotationSnap ) );
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angle = mDegToRad( mRoundF( mRadToDeg( angle ), mProfile->rotationSnap ) );
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mDeltaAngle = angle - mLastAngle;
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mDeltaAngle = angle - mLastAngle;
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mLastAngle = angle;
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mLastAngle = angle;
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@ -1882,18 +1882,13 @@ Point3F Gizmo::_snapPoint( const Point3F &pnt ) const
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return pnt;
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return pnt;
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Point3F snap;
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Point3F snap;
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snap.x = _snapFloat( pnt.x, mProfile->gridSize.x );
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snap.x = mRoundF( pnt.x, mProfile->gridSize.x );
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snap.y = _snapFloat( pnt.y, mProfile->gridSize.y );
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snap.y = mRoundF( pnt.y, mProfile->gridSize.y );
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snap.z = _snapFloat( pnt.z, mProfile->gridSize.z );
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snap.z = mRoundF( pnt.z, mProfile->gridSize.z );
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return snap;
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return snap;
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}
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}
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F32 Gizmo::_snapFloat( const F32 &val, const F32 &snap ) const
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{
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return mRoundF(val, snap);
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}
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GizmoAlignment Gizmo::_filteredAlignment()
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GizmoAlignment Gizmo::_filteredAlignment()
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{
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{
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GizmoAlignment align = mProfile->alignment;
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GizmoAlignment align = mProfile->alignment;
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@ -313,7 +313,6 @@ protected:
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void _renderAxisText();
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void _renderAxisText();
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void _renderPlane();
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void _renderPlane();
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Point3F _snapPoint( const Point3F &pnt ) const;
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Point3F _snapPoint( const Point3F &pnt ) const;
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F32 _snapFloat( const F32 &val, const F32 &snap ) const;
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GizmoAlignment _filteredAlignment();
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GizmoAlignment _filteredAlignment();
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void _updateState( bool collideGizmo = true );
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void _updateState( bool collideGizmo = true );
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void _updateEnabledAxices();
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void _updateEnabledAxices();
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@ -306,9 +306,9 @@ void WorldEditorSelection::offset( const Point3F& offset, F32 gridSnap )
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if( gridSnap != 0.f )
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if( gridSnap != 0.f )
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{
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{
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wPos.x = _snapFloat(wPos.x, gridSnap);
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wPos.x = mRoundF(wPos.x, gridSnap);
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wPos.y = _snapFloat(wPos.y, gridSnap);
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wPos.y = mRoundF(wPos.y, gridSnap);
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wPos.z = _snapFloat(wPos.z, gridSnap);
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wPos.z = mRoundF(wPos.z, gridSnap);
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}
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}
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mat.setColumn(3, wPos);
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mat.setColumn(3, wPos);
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@ -318,12 +318,6 @@ void WorldEditorSelection::offset( const Point3F& offset, F32 gridSnap )
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mCentroidValid = false;
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mCentroidValid = false;
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}
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}
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F32 WorldEditorSelection::_snapFloat(const F32 &val, const F32 &snap) const
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{
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return mRoundF(val, snap);
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void WorldEditorSelection::setPosition(const Point3F & pos)
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void WorldEditorSelection::setPosition(const Point3F & pos)
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@ -108,7 +108,6 @@ class WorldEditorSelection : public SimPersistSet
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//
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//
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void offset(const Point3F& delta, F32 gridSnap = 0.f );
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void offset(const Point3F& delta, F32 gridSnap = 0.f );
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void setPosition(const Point3F & pos);
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void setPosition(const Point3F & pos);
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F32 _snapFloat(const F32 &val, const F32 &snap) const;
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void setCentroidPosition(bool useBoxCenter, const Point3F & pos);
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void setCentroidPosition(bool useBoxCenter, const Point3F & pos);
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void orient(const MatrixF &, const Point3F &);
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void orient(const MatrixF &, const Point3F &);
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