public bool FindRayIntersection(Ray3f ray, out UIRayHit hit) { if (is_interactive == false) { hit = null; return(false); } return(HUDUtil.FindNearestRayIntersection(Children, ray, out hit)); }
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)); }
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))); }
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))); }
public bool FindUIRayIntersection(Ray3f ray, out UIRayHit hit) { return(HUDUtil.FindNearestRayIntersection(vUIElements, ray, out hit)); }
public bool FindRayIntersection(Ray3f ray, out UIRayHit hit) { return(HUDUtil.FindNearestRayIntersection(Children, ray, out hit)); }
public bool FindSORayIntersection(Ray ray, out SORayHit hit, Func <SceneObject, bool> filter = null) { return(HUDUtil.FindNearestRayIntersection(SceneObjects, ray, out hit, filter)); }