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hub / github.com/TorqueGameEngines/Torque3D / offset

Method offset

Engine/source/gui/worldEditor/worldEditorSelection.cpp:292–319  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

290//-----------------------------------------------------------------------------
291
292void WorldEditorSelection::offset( const Point3F& offset, F32 gridSnap )
293{
294 for( iterator iter = begin(); iter != end(); ++ iter )
295 {
296 SceneObject* obj = dynamic_cast<SceneObject*>( *iter );
297 if( !obj )
298 continue;
299
300 MatrixF mat = obj->getTransform();
301 Point3F wPos;
302 mat.getColumn(3, &wPos);
303
304 // adjust
305 wPos += offset;
306
307 if( gridSnap != 0.f )
308 {
309 wPos.x = _snapFloat(wPos.x, gridSnap);
310 wPos.y = _snapFloat(wPos.y, gridSnap);
311 wPos.z = _snapFloat(wPos.z, gridSnap);
312 }
313
314 mat.setColumn(3, wPos);
315 obj->setTransform(mat);
316 }
317
318 mCentroidValid = false;
319}
320
321F32 WorldEditorSelection::_snapFloat(const F32 &val, const F32 &snap) const
322{

Callers 1

Calls 6

beginFunction · 0.85
endFunction · 0.85
getColumnMethod · 0.80
setColumnMethod · 0.80
getTransformMethod · 0.45
setTransformMethod · 0.45

Tested by

no test coverage detected