DistanceToDiamond() static private méthode

static private DistanceToDiamond ( Vector3 position, Quaternion rotation, float size ) : float
position Vector3
rotation UnityEngine.Quaternion
size float
Résultat float
        private float MouseDistanceToPoint(int index)
        {
            switch (GetTangentMode(index))
            {
            case TangentMode.Broken:
                return(HandleUtility.DistanceToDiamond(GetPointPosition(index), Quaternion.identity, GetHandleSizeForPoint(index)));

            case TangentMode.Linear:
                return(HandleUtility.DistanceToRectangle(GetPointPosition(index), Quaternion.identity, GetHandleSizeForPoint(index)));

            case TangentMode.Continuous:
                return(HandleUtility.DistanceToCircle(GetPointPosition(index), GetHandleSizeForPoint(index)));
            }
            return(float.MaxValue);
        }