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.