FittsLaw/Assets/GoogleVR/Scripts/EventSystem/GvrPointerGraphicRaycaster.cs
2018-10-08 23:54:11 -04:00

235 lines
7.8 KiB
C#

// Copyright 2016 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/// This script provides a raycaster for use with the GvrPointerInputModule.
/// It behaves similarly to the standards Graphic raycaster, except that it utilize raycast
/// modes specifically for Gvr.
///
/// View GvrBasePointerRaycaster.cs and GvrPointerInputModule.cs for more details.
[AddComponentMenu("GoogleVR/GvrPointerGraphicRaycaster")]
[RequireComponent(typeof(Canvas))]
[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrPointerGraphicRaycaster")]
public class GvrPointerGraphicRaycaster : GvrBasePointerRaycaster {
public enum BlockingObjects {
None = 0,
TwoD = 1,
ThreeD = 2,
All = 3,
}
private const int NO_EVENT_MASK_SET = -1;
public bool ignoreReversedGraphics = true;
public BlockingObjects blockingObjects = BlockingObjects.ThreeD;
public LayerMask blockingMask = NO_EVENT_MASK_SET;
private Canvas targetCanvas;
private List<Graphic> raycastResults = new List<Graphic>();
private Camera cachedPointerEventCamera;
private static readonly List<Graphic> sortedGraphics = new List<Graphic>();
public override Camera eventCamera {
get {
GvrBasePointer pointer = GvrPointerInputModule.Pointer;
if (pointer == null) {
return null;
}
if (pointer.raycastMode == GvrBasePointer.RaycastMode.Hybrid) {
return GetCameraForRaycastMode(pointer, CurrentRaycastModeForHybrid);
} else {
return GetCameraForRaycastMode(pointer, pointer.raycastMode);
}
}
}
private Canvas canvas {
get {
if (targetCanvas != null)
return targetCanvas;
targetCanvas = GetComponent<Canvas>();
return targetCanvas;
}
}
protected GvrPointerGraphicRaycaster() {
}
protected override bool PerformRaycast(GvrBasePointer.PointerRay pointerRay, float radius,
PointerEventData eventData, List<RaycastResult> resultAppendList) {
if (canvas == null) {
return false;
}
if (eventCamera == null) {
return false;
}
if (canvas.renderMode != RenderMode.WorldSpace) {
Debug.LogError("GvrPointerGraphicRaycaster requires that the canvas renderMode is set to WorldSpace.");
return false;
}
float hitDistance = float.MaxValue;
if (blockingObjects != BlockingObjects.None) {
float dist = pointerRay.distance;
if (blockingObjects == BlockingObjects.ThreeD || blockingObjects == BlockingObjects.All) {
RaycastHit hit;
if (Physics.Raycast(pointerRay.ray, out hit, dist, blockingMask)) {
hitDistance = hit.distance;
}
}
if (blockingObjects == BlockingObjects.TwoD || blockingObjects == BlockingObjects.All) {
RaycastHit2D hit = Physics2D.Raycast(pointerRay.ray.origin, pointerRay.ray.direction, dist, blockingMask);
if (hit.collider != null) {
hitDistance = hit.fraction * dist;
}
}
}
raycastResults.Clear();
Ray finalRay;
Raycast(canvas, pointerRay.ray, eventCamera, pointerRay.distance, raycastResults, out finalRay);
bool foundHit = false;
for (int index = 0; index < raycastResults.Count; index++) {
GameObject go = raycastResults[index].gameObject;
bool appendGraphic = true;
if (ignoreReversedGraphics) {
// If we have a camera compare the direction against the cameras forward.
Vector3 cameraFoward = eventCamera.transform.rotation * Vector3.forward;
Vector3 dir = go.transform.rotation * Vector3.forward;
appendGraphic = Vector3.Dot(cameraFoward, dir) > 0;
}
if (appendGraphic) {
float resultDistance = 0;
Transform trans = go.transform;
Vector3 transForward = trans.forward;
// http://geomalgorithms.com/a06-_intersect-2.html
float transDot = Vector3.Dot(transForward, trans.position - pointerRay.ray.origin);
float rayDot = Vector3.Dot(transForward, pointerRay.ray.direction);
resultDistance = transDot / rayDot;
Vector3 hitPosition = pointerRay.ray.origin + (pointerRay.ray.direction * resultDistance);
// Check to see if the go is behind the camera.
if (resultDistance < 0 || resultDistance >= hitDistance || resultDistance > pointerRay.distance) {
continue;
}
resultDistance = resultDistance + pointerRay.distanceFromStart;
Transform pointerTransform =
GvrPointerInputModule.Pointer.PointerTransform;
float delta = (hitPosition - pointerTransform.position).magnitude;
if (delta < pointerRay.distanceFromStart) {
continue;
}
RaycastResult castResult = new RaycastResult
{
gameObject = go,
module = this,
distance = resultDistance,
worldPosition = hitPosition,
screenPosition = eventCamera.WorldToScreenPoint(hitPosition),
index = resultAppendList.Count,
depth = raycastResults[index].depth,
sortingLayer = canvas.sortingLayerID,
sortingOrder = canvas.sortingOrder
};
resultAppendList.Add(castResult);
foundHit = true;
}
}
return foundHit;
}
private Camera GetCameraForRaycastMode(GvrBasePointer pointer, GvrBasePointer.RaycastMode mode) {
switch (mode) {
case GvrBasePointer.RaycastMode.Direct:
if (cachedPointerEventCamera == null) {
Transform pointerTransform = GvrPointerInputModule.Pointer.PointerTransform;
cachedPointerEventCamera = pointerTransform.GetComponent<Camera>();
}
if (cachedPointerEventCamera == null) {
cachedPointerEventCamera = AddDummyCameraToPointer(pointer);
return null;
}
return cachedPointerEventCamera;
case GvrBasePointer.RaycastMode.Camera:
default:
return pointer.PointerCamera;
}
}
private Camera AddDummyCameraToPointer(GvrBasePointer pointer) {
Camera camera = pointer.PointerTransform.gameObject.AddComponent<Camera>();
camera.enabled = false;
camera.nearClipPlane = 0.01f; // Minimum Near Clip Plane.
return camera;
}
/// Perform a raycast into the screen and collect all graphics underneath it.
private static void Raycast(Canvas canvas, Ray ray, Camera cam, float distance,
List<Graphic> results, out Ray finalRay) {
Vector3 screenPoint = cam.WorldToScreenPoint(ray.GetPoint(distance));
finalRay = cam.ScreenPointToRay(screenPoint);
// Necessary for the event system
IList<Graphic> foundGraphics = GraphicRegistry.GetGraphicsForCanvas(canvas);
for (int i = 0; i < foundGraphics.Count; ++i) {
Graphic graphic = foundGraphics[i];
// -1 means it hasn't been processed by the canvas, which means it isn't actually drawn
if (graphic.depth == -1 || !graphic.raycastTarget) {
continue;
}
if (!RectTransformUtility.RectangleContainsScreenPoint(graphic.rectTransform, screenPoint, cam)) {
continue;
}
if (graphic.Raycast(screenPoint, cam)) {
sortedGraphics.Add(graphic);
}
}
sortedGraphics.Sort((g1, g2) => g2.depth.CompareTo(g1.depth));
for (int i = 0; i < sortedGraphics.Count; ++i) {
results.Add(sortedGraphics[i]);
}
sortedGraphics.Clear();
}
}