Fixed grid and rotation snapping to be more sensible.
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81c61fc6f8
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@ -207,13 +207,17 @@ export class Base {
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this.grabbedMeshParentId = null;
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if (!mesh.physicsBody) {
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const transform = new TransformNode('temp', this.scene);
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transform.rotation = mesh.rotation;
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transform.position = this.pickPoint;
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mesh.setParent(transform);
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transform.position = snapGridVal(transform.position, this.diagramManager._config.current.gridSnap).clone();
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transform.rotation = snapRotateVal(transform.rotation, this.diagramManager._config.current.rotateSnap);
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mesh.rotation = snapRotateVal(mesh.rotation, this.diagramManager._config.current.rotateSnap);
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transform.position = snapGridVal(transform.position, this.diagramManager._config.current.gridSnap);
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mesh.setParent(null);
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mesh.position = snapGridVal(mesh.position, this.diagramManager._config.current.gridSnap);
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//mesh.position = snapGridVal(mesh.position, this.diagramManager._config.current.gridSnap);
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//mesh.setPivotPoint(transform.position, Space.WORLD)
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//transform.dispose();
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}
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this.previousParentId = null;
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this.previousScaling = null;
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