public static final GVRPickedObject[] pickObjects(GVRScene scene, float ox, float oy, float oz, float dx,
                                                      float dy, float dz) {
        sFindObjectsLock.lock();
        try {
            final GVRPickedObject[] result = NativePicker.pickObjects(scene.getNative(), 0L, ox, oy, oz, dx, dy, dz);
            return result;
        } finally {
            sFindObjectsLock.unlock();
        }
    }
public static final GVRPickedObject [ ] pickObjects ( GVRScene scene , float ox , float oy , float oz , float dx , float dy , float dz ) { sFindObjectsLock . lock ( ) ; try { final GVRPickedObject [ ] result = NativePicker . pickObjects ( scene . getNative ( ) , 0L , ox , oy , oz , dx , dy , dz ) ; return result ; } finally { sFindObjectsLock . unlock ( ) ; } }
Casts a ray into the scene graph, and returns the objects it intersects.

The ray is defined by its origin {@code [ox, oy, oz]} and its direction
{@code [dx, dy, dz]}.

<p>
The ray origin may be [0, 0, 0] and the direction components should be
normalized from -1 to 1: Note that the y direction runs from -1 at the
bottom to 1 at the top. To construct a picking ray originating at the
user's head and pointing into the scene along the camera lookat vector,
pass in 0, 0, 0 for the origin and 0, 0, -1 for the direction.

<p>
This method is thread safe because it guarantees that only
one thread at a time is doing a ray cast into a particular scene graph,
and it extracts the hit data during within its synchronized block. You
can then examine the return list without worrying about another thread
corrupting your hit data.
<p>
Depending on the type of collider, that the hit location may not be exactly
where the ray would intersect the scene object itself. Rather, it is
where the ray intersects the collision geometry associated with the collider.

@param scene
The {@link GVRScene} with all the objects to be tested.

@param ox
The x coordinate of the ray origin.

@param oy
The y coordinate of the ray origin.

@param oz
The z coordinate of the ray origin.

@param dx
The x vector of the ray direction.

@param dy
The y vector of the ray direction.

@param dz
The z vector of the ray direction.
@return A list of {@link GVRPickedObject}, sorted by distance from the
camera rig. Each {@link GVRPickedObject} contains the scene object
which owns the {@link GVRCollider} along with the hit
location and distance from the camera.

@since 1.6.6