Example #1
0
 public bool FindRayIntersection(Ray3f ray, out UIRayHit hit)
 {
     if (is_interactive == false)
     {
         hit = null;
         return(false);
     }
     return(HUDUtil.FindNearestRayIntersection(Children, ray, out hit));
 }
Example #2
0
        public bool FindSORayIntersection_PivotPriority(Ray ray, out SORayHit hit, Func <SceneObject, bool> filter = null)
        {
            bool bHitPivot = HUDUtil.FindNearestRayIntersection(SceneObjects, ray, out hit, (s) => { return(s is PivotSO); });

            if (bHitPivot)
            {
                return(true);
            }
            return(HUDUtil.FindNearestRayIntersection(SceneObjects, ray, out hit, filter));
        }
Example #3
0
        public bool FindSORayIntersection_PivotPriority(Ray3f ray, out SORayHit hit, Func <SceneObject, bool> filter = null)
        {
            bool bHitPivot = HUDUtil.FindNearestRayIntersection(VisibleSceneObjects, ray, out hit, is_priority_pivot);

            if (bHitPivot)
            {
                return(true);
            }
            return(HUDUtil.FindNearestRayIntersection(VisibleSceneObjects, ray, out hit,
                                                      (SelectionMask == null) ? filter : mask_filter(filter)));
        }
Example #4
0
 public bool FindSORayIntersection(Ray3f ray, out SORayHit hit, Func <SceneObject, bool> filter = null)
 {
     return(HUDUtil.FindNearestRayIntersection(VisibleSceneObjects, ray, out hit,
                                               (SelectionMask == null) ? filter : mask_filter(filter)));
 }
Example #5
0
 public bool FindUIRayIntersection(Ray3f ray, out UIRayHit hit)
 {
     return(HUDUtil.FindNearestRayIntersection(vUIElements, ray, out hit));
 }
Example #6
0
 public bool FindRayIntersection(Ray3f ray, out UIRayHit hit)
 {
     return(HUDUtil.FindNearestRayIntersection(Children, ray, out hit));
 }
Example #7
0
 public bool FindSORayIntersection(Ray ray, out SORayHit hit, Func <SceneObject, bool> filter = null)
 {
     return(HUDUtil.FindNearestRayIntersection(SceneObjects, ray, out hit, filter));
 }