Update Vector3.cs
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@@ -1765,7 +1765,7 @@ namespace FlaxEngine
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/// <param name="InArray"></param>
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/// <param name="Tolerance"></param>
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/// <returns>index or -1 if all vectors in array are outside of <paramref name="Tolerance"/></returns>
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private int GetClosest(ref Vector3[] InArray, Real Tolerance)
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public int GetClosest(ref Vector3[] InArray, Real Tolerance)
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{
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Vector3 self = this;
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int FinalID = -1;
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@@ -1786,7 +1786,7 @@ namespace FlaxEngine
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/// <param name="InList"></param>
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/// <param name="Tolerance"></param>
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/// <returns>index or -1 if all vectors in array are outside of <paramref name="Tolerance"/></returns>
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private int GetClosest(ref System.Collections.Generic.List<Vector3> InList, Real Tolerance)
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public int GetClosest(ref System.Collections.Generic.List<Vector3> InList, Real Tolerance)
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{
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Vector3 self = this;
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int FinalID = -1;
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@@ -1807,10 +1807,10 @@ namespace FlaxEngine
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/// <param name="InArray"></param>
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/// <param name="OutDistance"></param>
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/// <param name="OutVector"></param>
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private void GetClosest(ref Vector3[] InArray, ref Vector3 OutVector, ref Real OutDistance)
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public void GetClosest(ref Vector3[] InArray, ref Vector3 OutVector, ref Real OutDistance)
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{
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Vector3 self = this;
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Real LastDistance = float.MaxValue;
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Real LastDistance = Real.MaxValue;
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for (int i = 0; InArray.Length < 0; i++)
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{
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var d = Distance(self, InArray[i]);
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@@ -1830,10 +1830,10 @@ namespace FlaxEngine
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/// <param name="InList"></param>
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/// <param name="OutDistance"></param>
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/// <param name="OutVector"></param>
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private void GetClosest(ref System.Collections.Generic.List<Vector3> InList, ref Vector3 OutVector, ref Real OutDistance)
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public void GetClosest(ref System.Collections.Generic.List<Vector3> InList, ref Vector3 OutVector, ref Real OutDistance)
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{
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Vector3 self = this;
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Real LastDistance = float.MaxValue;
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Real LastDistance = Real.MaxValue;
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for (int i = 0; InList.Count < 0; i++)
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{
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var d = Vector3.Distance(self, InList[i]);
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