// Token: 0x0600009F RID: 159 RVA: 0x00007788 File Offset: 0x00005988 public bool ComputeIntersection(global::UnityEngine.Vector3 source, global::UnityEngine.Vector3 direction, ref global::SteamVR_Overlay.IntersectionResults results) { global::Valve.VR.CVROverlay overlay = global::Valve.VR.OpenVR.Overlay; bool flag = overlay == null; bool result; if (flag) { result = false; } else { global::Valve.VR.VROverlayIntersectionParams_t vroverlayIntersectionParams_t = default(global::Valve.VR.VROverlayIntersectionParams_t); vroverlayIntersectionParams_t.eOrigin = global::SteamVR_Render.instance.trackingSpace; vroverlayIntersectionParams_t.vSource.v0 = source.x; vroverlayIntersectionParams_t.vSource.v1 = source.y; vroverlayIntersectionParams_t.vSource.v2 = -source.z; vroverlayIntersectionParams_t.vDirection.v0 = direction.x; vroverlayIntersectionParams_t.vDirection.v1 = direction.y; vroverlayIntersectionParams_t.vDirection.v2 = -direction.z; global::Valve.VR.VROverlayIntersectionResults_t vroverlayIntersectionResults_t = default(global::Valve.VR.VROverlayIntersectionResults_t); bool flag2 = !overlay.ComputeOverlayIntersection(this.handle, ref vroverlayIntersectionParams_t, ref vroverlayIntersectionResults_t); if (flag2) { result = false; } else { results.point = new global::UnityEngine.Vector3(vroverlayIntersectionResults_t.vPoint.v0, vroverlayIntersectionResults_t.vPoint.v1, -vroverlayIntersectionResults_t.vPoint.v2); results.normal = new global::UnityEngine.Vector3(vroverlayIntersectionResults_t.vNormal.v0, vroverlayIntersectionResults_t.vNormal.v1, -vroverlayIntersectionResults_t.vNormal.v2); results.UVs = new global::UnityEngine.Vector2(vroverlayIntersectionResults_t.vUVs.v0, vroverlayIntersectionResults_t.vUVs.v1); results.distance = vroverlayIntersectionResults_t.fDistance; result = true; } } return(result); }
// Token: 0x060001B5 RID: 437 RVA: 0x0000CB1C File Offset: 0x0000AD1C public bool ComputeOverlayIntersection(ulong ulOverlayHandle, ref global::Valve.VR.VROverlayIntersectionParams_t pParams, ref global::Valve.VR.VROverlayIntersectionResults_t pResults) { return(this.FnTable.ComputeOverlayIntersection(ulOverlayHandle, ref pParams, ref pResults)); }