modify raycast.
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@@ -16,7 +16,7 @@ public class RaycastTest : MonoBehaviour
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var result = uddTexture.RayCast(from.position, to.position - from.position);
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if (result.hit) {
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Debug.DrawLine(result.position, result.position + result.normal, Color.yellow);
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Debug.Log("COORDS: " + result.coords + ", DESKTOP: " + result.desktopCoords);
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Debug.Log("COORD: " + result.coords + ", DESKTOP: " + result.desktopCoord);
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}
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}
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}
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@@ -287,6 +287,11 @@ public class Texture : MonoBehaviour
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material.SetVector("_ClipPositionScale", new Vector4(clipPos.x, clipPos.y, clipScale.x, clipScale.y));
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}
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public Vector3 GetWorldPositionFromCoord(Vector2 coord)
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{
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return GetWorldPositionFromCoord((int)coord.x, (int)coord.y);
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}
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public Vector3 GetWorldPositionFromCoord(int u, int v)
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{
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// Local position (scale included).
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@@ -316,13 +321,16 @@ public class Texture : MonoBehaviour
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public Vector3 position;
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public Vector3 normal;
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public Vector2 coords;
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public Vector2 desktopCoords;
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public Vector2 desktopCoord;
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}
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static readonly RayCastResult raycastFailedResult = new RayCastResult {
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hit = false,
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position = Vector3.zero,
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normal = Vector3.forward
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hit = false,
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texture = null,
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position = Vector3.zero,
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normal = Vector3.forward,
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coords = Vector2.zero,
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desktopCoord = Vector2.zero,
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};
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// This function can be used only for vertical (= MeshForwardDirection.Z) plane.
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@@ -396,16 +404,28 @@ public class Texture : MonoBehaviour
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int desktopX = monitor.left + (int)((coordX + 0.5f) * monitor.width);
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int desktopY = monitor.top + (int)((0.5f - coordY) * monitor.height);
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// Calculate normal.
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var normal = new Vector3(-to.x, 0f, -to.z);
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// Result
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return new RayCastResult {
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hit = true,
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texture = this,
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position = trs.MultiplyPoint(to),
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normal = trs.MultiplyVector(-to).normalized,
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normal = trs.MultiplyVector(normal).normalized,
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coords = new Vector2(coordX, coordY),
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desktopCoords = new Vector2(desktopX, desktopY)
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desktopCoord = new Vector2(desktopX, desktopY)
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};
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}
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public static RayCastResult RayCastAll(Vector3 from, Vector3 dir)
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{
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foreach (var uddTexture in GameObject.FindObjectsOfType<uDesktopDuplication.Texture>()) {
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var result = uddTexture.RayCast(from, dir);
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if (result.hit) return result;
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}
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return raycastFailedResult;
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}
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}
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}
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