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round utility functions
add mRoundF to return nearest floating value to stepsize
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@ -1895,18 +1895,8 @@ Point3F Gizmo::_snapPoint( const Point3F &pnt ) const
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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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if ( snap == 0.0f )
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return val;
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F32 a = mFmod( val, snap );
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F32 temp = val;
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if ( mFabs(a) > (snap / 2) )
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val < 0.0f ? temp -= snap : temp += snap;
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return(temp - a);
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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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@ -320,17 +320,7 @@ void WorldEditorSelection::offset( const Point3F& offset, F32 gridSnap )
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F32 WorldEditorSelection::_snapFloat(const F32 &val, const F32 &snap) const
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{
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if (snap == 0.0f)
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return val;
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F32 a = mFmod(val, snap);
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F32 temp = val;
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if (mFabs(a) > (snap / 2))
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val < 0.0f ? temp -= snap : temp += snap;
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return(temp - a);
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return mRoundF(val, snap);
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}
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@ -103,6 +103,14 @@ DefineEngineFunction( mRound, S32, ( F32 v ),,
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"@ingroup Math" )
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{
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return mRound(v);
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DefineEngineFunction(mRoundF, F32, (F32 v, F32 step), ,
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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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"@return The rounded value as a F32."
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"@ingroup Math")
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{
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return mRoundF(v, step);
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}
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DefineEngineFunction(mRoundDelta, S32, (F32 v, S32 d), (0.0, 1),
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@ -217,7 +217,22 @@ inline F32 mRound(const F32 val, const S32 n)
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S32 place = (S32) pow(10.0f, n);
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return mFloor((val*place)+0.5)/place;
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}
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}
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inline F32 mRoundF(const F32 val, const F32 step)
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{
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if (step == 0.0f)
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return val;
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F32 a = mFmod(val, step);
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F32 temp = val;
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if (mFabs(a) > (step / 2))
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val < 0.0f ? temp -= step : temp += step;
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return(temp - a);
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}
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inline S32 mAbs(const S32 val)
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{
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