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path: root/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs
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Diffstat (limited to 'Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs')
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs5
1 files changed, 4 insertions, 1 deletions
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs
index 2b4bea3..c7d431c 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs
@@ -3,6 +3,8 @@ using UnityEngine.UI;
namespace UnityEngine.EventSystems
{
+ //c 投射3D物体的相机挂这个脚本
+
/// <summary>
/// Simple event system using physics raycasts.
/// </summary>
@@ -66,7 +68,7 @@ namespace UnityEngine.EventSystems
{
ray = eventCamera.ScreenPointToRay(eventData.position);
// compensate far plane distance - see MouseEvents.cs
- float projectionDirection = ray.direction.z;
+ float projectionDirection = ray.direction.z; // ray.direction是归一化了的
distanceToClipPlane = Mathf.Approximately(0.0f, projectionDirection)
? Mathf.Infinity
: Mathf.Abs((eventCamera.farClipPlane - eventCamera.nearClipPlane) / projectionDirection);
@@ -78,6 +80,7 @@ namespace UnityEngine.EventSystems
if (eventCamera == null || !eventCamera.pixelRect.Contains(eventData.position))
return;
+ // 根据触摸数据拿到射线
Ray ray;
float distanceToClipPlane;
ComputeRayAndDistance(eventData, out ray, out distanceToClipPlane);