Fixed visual bugs, added stud snapping
Hope I've done this properly. Stud snapping is primitive and needs work done.
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@@ -221,6 +221,7 @@ void PartInstance::setPosition(Vector3 pos)
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{
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position = pos;
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cFrame = CoordinateFrame(cFrame.rotation, pos);
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changed = true;
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}
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CoordinateFrame PartInstance::getCFrame()
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@@ -231,7 +232,7 @@ void PartInstance::setCFrame(CoordinateFrame coordinateFrame)
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{
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cFrame = coordinateFrame;
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position = coordinateFrame.translation;
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//changed = true;
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changed = true;
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}
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bool PartInstance::collides(PartInstance * part)
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@@ -259,6 +260,7 @@ Box PartInstance::getBox()
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itemBox = c.toWorldSpace(box);
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return itemBox;
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}
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Sphere PartInstance::getSphere()
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{
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Sphere sphere = Sphere(Vector3(0,0,0), size.y/2);
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@@ -295,6 +297,7 @@ PartInstance::~PartInstance(void)
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{
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glDeleteLists(glList, 1);
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}
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char pto[512];
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char pto2[512];
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#include <sstream>
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@@ -324,10 +327,10 @@ static TCHAR* enumStr(int shape)
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void PartInstance::PropUpdate(LPPROPGRIDITEM &item)
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{
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setChanged();
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if(strcmp(item->lpszPropName, "Color3") == 0)
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{
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color = Color3(GetRValue(item->lpCurValue)/255.0F,GetGValue(item->lpCurValue)/255.0F,GetBValue(item->lpCurValue)/255.0F);
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setChanged();
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}
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else if(strcmp(item->lpszPropName, "Anchored") == 0)
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{
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@@ -395,11 +398,6 @@ void PartInstance::PropUpdate(LPPROPGRIDITEM &item)
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printf("%s", enumStr(strEnum((TCHAR*)item->lpCurValue)));
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setShape(strEnum((TCHAR*)item->lpCurValue));
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}
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else if(strcmp(item->lpszPropName, "Controller") == 0)
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{
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setChanged();
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PVInstance::PropUpdate(item);
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}
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else PVInstance::PropUpdate(item);
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}
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