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Clipping.cs
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58 lines (56 loc) · 1.34 KB
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using System;
using System.Collections.Generic;
namespace UnityEngine.UI
{
public static class Clipping
{
public static Rect FindCullAndClipWorldRect(List<RectMask2D> rectMaskParents, out bool validRect)
{
Rect result;
if (rectMaskParents.Count == 0)
{
validRect = false;
result = default(Rect);
}
else
{
Rect a = rectMaskParents[0].canvasRect;
for (int i = 0; i < rectMaskParents.Count; i++)
{
a = Clipping.RectIntersect(a, rectMaskParents[i].canvasRect);
}
bool flag = a.width <= 0f || a.height <= 0f;
if (flag)
{
validRect = false;
result = default(Rect);
}
else
{
Vector3 vector = new Vector3(a.x, a.y, 0f);
Vector3 vector2 = new Vector3(a.x + a.width, a.y + a.height, 0f);
validRect = true;
result = new Rect(vector.x, vector.y, vector2.x - vector.x, vector2.y - vector.y);
}
}
return result;
}
private static Rect RectIntersect(Rect a, Rect b)
{
float num = Mathf.Max(a.x, b.x);
float num2 = Mathf.Min(a.x + a.width, b.x + b.width);
float num3 = Mathf.Max(a.y, b.y);
float num4 = Mathf.Min(a.y + a.height, b.y + b.height);
Rect result;
if (num2 >= num && num4 >= num3)
{
result = new Rect(num, num3, num2 - num, num4 - num3);
}
else
{
result = new Rect(0f, 0f, 0f, 0f);
}
return result;
}
}
}