private static Internal_FindNearestVertex ( |
||
cam | ||
screenPoint | Vector2 | |
objectsToSearch | ||
ignoreObjects | ||
vertex | Vector3 | |
return | bool |
private static bool Internal_FindNearestVertex(Camera cam, Vector2 screenPoint, Transform[] objectsToSearch, Transform[] ignoreObjects, out Vector3 vertex)
{
return INTERNAL_CALL_Internal_FindNearestVertex(cam, ref screenPoint, objectsToSearch, ignoreObjects, out vertex);
}
internal static bool FindNearestVertex(Vector2 guiPoint, Transform[] objectsToSearch, out Vector3 vertex) { Camera current = Camera.current; Vector2 screenPoint = EditorGUIUtility.PointsToPixels(guiPoint); screenPoint.y = current.pixelRect.yMax - screenPoint.y; return HandleUtility.Internal_FindNearestVertex(current, screenPoint, objectsToSearch, HandleUtility.ignoreRaySnapObjects, out vertex); }