Snap a whole selection together, not each object on its own

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评估

难度
4/5
预计耗时
3-5 天
新手友好度
42/100
Issue 类型
功能
描述清晰度
基本清楚
活跃度
活跃
技术栈
csharp, unity
领域
design, game-dev

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.

由索引模型根据 Issue 内容生成。

描述

bug

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#
星标
135
派生
15
平均合并
24 分钟
30 天内合并 PR
89

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