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capture_starts

Function capture_starts 

Source
pub fn capture_starts(
    world: &GameWorld,
    editor_state: &EditorState,
) -> Vec<(EntityId, GizmoTransform)>
Expand description

The transforms the selected entities have right now, to be held for the duration of a drag.

A drag resolves against these rather than against the live values, so the entity always ends up where the cursor says it should be instead of integrating a chain of per-frame deltas.