Snap a whole selection together, not each object on its own
维护者通常 1 天内回复
还没有人认领这个 Issue。
评估
调研方向
Start by locating Chisel's selection transform and snapping code, then trace how Unity transform tools and Chisel handles apply snapping to multiple objects. Reproduce the reported behavior with a selection whose objects have different offsets from the grid. Done means moving, rotating, and scaling with snapping preserve those offsets, with tests covering the listed snapping modes.
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描述
Snapping should treat a selection of several objects as one: today each selected object is snapped on its own, so moving, rotating or scaling a selection can change where the objects are relative to each other (an object that was off the grid is pulled onto it while the others move by a different amount).
What it should do:
- Moving: snap the selection's pivot or bounds (whichever the snapping mode uses) once, and move every object by the same delta, so their offsets to each other stay exactly as they were
- Rotating and scaling: around the selection's pivot (center or the active object's), with the angle or scale snapped once and applied to all
- The same for Chisel's own handles (generator bounds, brush editing of several brushes) and for Unity's transform tools where Chisel snaps them
- Snapping against other objects (vertex and edge snapping, the grid) uses the selection's points, not each object's
Tests: a selection of objects off the grid relative to each other, moved, rotated and scaled with snapping on, keeps the offsets between them.
- 主要语言
- C#
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