/// <summary>
/// Set the terrain snap alignment. )
///
/// </summary>
        public void setTerrainSnapAlignment(WorldEditor__AlignmentType alignment)
        {
            TorqueScriptTemplate.m_ts.fnWorldEditor_setTerrainSnapAlignment(_mSimObjectId, (int)alignment);
        }
/// <summary>
/// Set the soft snap alignment. )
///
/// </summary>
        public void setSoftSnapAlignment(WorldEditor__AlignmentType type)
        {
            TorqueScriptTemplate.m_ts.fnWorldEditor_setSoftSnapAlignment(_mSimObjectId, (int)type);
        }
/// <summary>
/// Set the terrain snap alignment. )
/// 
/// </summary>
public  void setTerrainSnapAlignment(string worldeditor, WorldEditor__AlignmentType alignment){
m_ts.fnWorldEditor_setTerrainSnapAlignment(worldeditor, (int)alignment );
}
/// <summary>
/// Set the soft snap alignment. )
/// 
/// </summary>
public  void setSoftSnapAlignment(string worldeditor, WorldEditor__AlignmentType type){
m_ts.fnWorldEditor_setSoftSnapAlignment(worldeditor, (int)type );
}
 /// <summary>
 /// Set the terrain snap alignment. )
 /// 
 /// </summary>
 public void setTerrainSnapAlignment(WorldEditor__AlignmentType alignment)
     {
     TorqueScriptTemplate.m_ts.fnWorldEditor_setTerrainSnapAlignment(_mSimObjectId, (int) alignment);
     }
 /// <summary>
 /// Set the soft snap alignment. )
 /// 
 /// </summary>
 public void setSoftSnapAlignment(WorldEditor__AlignmentType type)
     {
     TorqueScriptTemplate.m_ts.fnWorldEditor_setSoftSnapAlignment(_mSimObjectId, (int) type);
     }