private void SnapPoints(float snapIncrement) { for (var i = 0; i < _waypoints.Count; i++) { _waypoints.Items[i] = Vector3Math.Snap(_waypoints.Items[i], snapIncrement); } }
protected override float GetSDFInternal(Vector3 p) { var q = Vector3Math.Abs(p) - size; var res = Vector3.Magnitude(Vector3Math.Max(q, 0)); res += Math.Min(Math.Max(q.x, Math.Max(q.y, q.z)), 0); res -= radius; return(res); }