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using System.Collections.Generic;
using UnityEngine.UI;
namespace UnityEngine.EventSystems
{
/// <summary>
/// Simple event system using physics raycasts.
/// </summary>
[AddComponentMenu("Event/Physics Raycaster (Fixed)")]
[RequireComponent(typeof(Camera))]
public class FixedPhysicsRaycaster : BaseRaycaster
{
/// <summary>
/// Const to use for clarity when no event mask is set
/// </summary>
protected const int kNoEventMaskSet = -1;
protected Camera m_EventCamera;
/// <summary>
/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
/// </summary>
[SerializeField]
protected LayerMask m_EventMask = kNoEventMaskSet;
/// <summary>
/// The max number of intersections allowed. 0 = allocating version anything else is non alloc.
/// </summary>
[SerializeField]
protected int m_MaxRayIntersections = 0;
protected int m_LastMaxRayIntersections = 0;
RaycastHit[] m_Hits;
protected FixedPhysicsRaycaster()
{ }
public override Camera eventCamera
{
get
{
if (m_EventCamera == null)
m_EventCamera = GetComponent<Camera>();
return m_EventCamera ?? Camera.main;
}
}
/// <summary>
/// Depth used to determine the order of event processing.
/// </summary>
public virtual int depth
{
get { return (eventCamera != null) ? (int)eventCamera.depth : 0xFFFFFF; }
}
/// <summary>
/// Event mask used to determine which objects will receive events.
/// </summary>
public int finalEventMask
{
get { return (eventCamera != null) ? eventCamera.cullingMask & m_EventMask : kNoEventMaskSet; }
}
/// <summary>
/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
/// </summary>
public LayerMask eventMask
{
get { return m_EventMask; }
set { m_EventMask = value; }
}
public int maxRayIntersections
{
get { return m_MaxRayIntersections; }
set { m_MaxRayIntersections = value; }
}
protected void ComputeRayAndDistance(PointerEventData eventData, out Ray ray, out float distanceToClipPlane)
{
ray = eventCamera.ScreenPointToRay(eventData.position);
// compensate far plane distance - see MouseEvents.cs
float projectionDirection = ray.direction.z;
distanceToClipPlane = Mathf.Approximately(0.0f, projectionDirection)
? Mathf.Infinity
: Mathf.Abs((eventCamera.farClipPlane - eventCamera.nearClipPlane) / projectionDirection);
}
public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
{
// Cull ray casts that are outside of the view rect. (case 636595)
if (eventCamera == null || !eventCamera.pixelRect.Contains(eventData.position))
return;
Ray ray;
float distanceToClipPlane;
ComputeRayAndDistance(eventData, out ray, out distanceToClipPlane);
int hitCount = 0;
if (m_MaxRayIntersections == 0)
{
m_Hits = Physics.RaycastAll(ray, distanceToClipPlane, finalEventMask);
hitCount = m_Hits.Length;
}
else
{
if (m_LastMaxRayIntersections != m_MaxRayIntersections)
{
m_Hits = new RaycastHit[m_MaxRayIntersections];
m_LastMaxRayIntersections = m_MaxRayIntersections;
}
hitCount = Physics.RaycastNonAlloc(ray, m_Hits, distanceToClipPlane, finalEventMask);
}
if (hitCount > 1)
System.Array.Sort(m_Hits, (r1, r2) => r1.distance.CompareTo(r2.distance));
if (hitCount != 0)
{
for (int b = 0, bmax = hitCount; b < bmax; ++b)
{
var result = new RaycastResult
{
gameObject = (m_Hits[b].collider ? m_Hits[b].collider.gameObject : null),
module = this,
distance = m_Hits[b].distance,
worldPosition = m_Hits[b].point,
worldNormal = m_Hits[b].normal,
screenPosition = eventData.position,
index = resultAppendList.Count,
sortingLayer = 0,
sortingOrder = 0
};
resultAppendList.Add(result);
}
}
}
}
}
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