321 lines
11 KiB
C#
321 lines
11 KiB
C#
/************************************************************************************
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Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
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Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
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you may not use the Oculus VR Rift SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/sdk-3.4.1
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Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using UnityEngine.Serialization;
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/// <summary>
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/// Extension of GraphicRaycaster to support ray casting with world space rays instead of just screen-space
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/// pointer positions
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/// </summary>
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[RequireComponent(typeof(Canvas))]
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public class OVRRaycaster : GraphicRaycaster, IPointerEnterHandler
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{
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[Tooltip("A world space pointer for this canvas")]
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public GameObject pointer;
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public int sortOrder = 0;
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protected OVRRaycaster()
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{ }
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[NonSerialized]
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private Canvas m_Canvas;
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private Canvas canvas
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{
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get
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{
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if (m_Canvas != null)
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return m_Canvas;
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m_Canvas = GetComponent<Canvas>();
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return m_Canvas;
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}
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}
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public override Camera eventCamera
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{
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get
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{
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return canvas.worldCamera;
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}
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}
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public override int sortOrderPriority
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{
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get
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{
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return sortOrder;
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}
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}
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/// <summary>
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/// For the given ray, find graphics on this canvas which it intersects and are not blocked by other
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/// world objects
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/// </summary>
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[NonSerialized]
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private List<RaycastHit> m_RaycastResults = new List<RaycastHit>();
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private void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList, Ray ray, bool checkForBlocking)
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{
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//This function is closely based on
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//void GraphicRaycaster.Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
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if (canvas == null)
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return;
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float hitDistance = float.MaxValue;
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if (checkForBlocking && blockingObjects != BlockingObjects.None)
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{
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float dist = eventCamera.farClipPlane;
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if (blockingObjects == BlockingObjects.ThreeD || blockingObjects == BlockingObjects.All)
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{
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var hits = Physics.RaycastAll(ray, dist, m_BlockingMask);
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if (hits.Length > 0 && hits[0].distance < hitDistance)
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{
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hitDistance = hits[0].distance;
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}
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}
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if (blockingObjects == BlockingObjects.TwoD || blockingObjects == BlockingObjects.All)
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{
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var hits = Physics2D.GetRayIntersectionAll(ray, dist, m_BlockingMask);
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if (hits.Length > 0 && hits[0].fraction * dist < hitDistance)
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{
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hitDistance = hits[0].fraction * dist;
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}
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}
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}
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m_RaycastResults.Clear();
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GraphicRaycast(canvas, ray, m_RaycastResults);
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for (var index = 0; index < m_RaycastResults.Count; index++)
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{
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var go = m_RaycastResults[index].graphic.gameObject;
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bool appendGraphic = true;
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if (ignoreReversedGraphics)
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{
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// If we have a camera compare the direction against the cameras forward.
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var cameraFoward = ray.direction;
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var dir = go.transform.rotation * Vector3.forward;
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appendGraphic = Vector3.Dot(cameraFoward, dir) > 0;
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}
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// Ignore points behind us (can happen with a canvas pointer)
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if (eventCamera.transform.InverseTransformPoint(m_RaycastResults[index].worldPos).z <= 0)
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{
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appendGraphic = false;
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}
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if (appendGraphic)
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{
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float distance = Vector3.Distance(ray.origin, m_RaycastResults[index].worldPos);
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if (distance >= hitDistance)
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{
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continue;
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}
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var castResult = new RaycastResult
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{
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gameObject = go,
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module = this,
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distance = distance,
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index = resultAppendList.Count,
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depth = m_RaycastResults[index].graphic.depth,
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worldPosition = m_RaycastResults[index].worldPos
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};
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resultAppendList.Add(castResult);
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}
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}
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}
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/// <summary>
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/// Performs a raycast using eventData.worldSpaceRay
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/// </summary>
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/// <param name="eventData"></param>
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/// <param name="resultAppendList"></param>
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public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
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{
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if (eventData.IsVRPointer())
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{
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Raycast(eventData, resultAppendList, eventData.GetRay(), true);
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}
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}
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/// <summary>
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/// Performs a raycast using the pointer object attached to this OVRRaycaster
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/// </summary>
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/// <param name="eventData"></param>
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/// <param name="resultAppendList"></param>
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public void RaycastPointer(PointerEventData eventData, List<RaycastResult> resultAppendList)
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{
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if (pointer != null && pointer.activeInHierarchy)
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{
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Raycast(eventData, resultAppendList, new Ray(eventCamera.transform.position, (pointer.transform.position - eventCamera.transform.position).normalized), false);
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}
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}
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/// <summary>
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/// Perform a raycast into the screen and collect all graphics underneath it.
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/// </summary>
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[NonSerialized]
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static readonly List<RaycastHit> s_SortedGraphics = new List<RaycastHit>();
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private void GraphicRaycast(Canvas canvas, Ray ray, List<RaycastHit> results)
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{
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//This function is based closely on :
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// void GraphicRaycaster.Raycast(Canvas canvas, Camera eventCamera, Vector2 pointerPosition, List<Graphic> results)
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// But modified to take a Ray instead of a canvas pointer, and also to explicitly ignore
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// the graphic associated with the pointer
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// Necessary for the event system
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var foundGraphics = GraphicRegistry.GetGraphicsForCanvas(canvas);
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s_SortedGraphics.Clear();
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for (int i = 0; i < foundGraphics.Count; ++i)
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{
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Graphic graphic = foundGraphics[i];
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// -1 means it hasn't been processed by the canvas, which means it isn't actually drawn
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if (graphic.depth == -1 || (pointer == graphic.gameObject))
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continue;
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Vector3 worldPos;
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if (RayIntersectsRectTransform(graphic.rectTransform, ray, out worldPos))
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{
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//Work out where this is on the screen for compatibility with existing Unity UI code
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Vector2 screenPos = eventCamera.WorldToScreenPoint(worldPos);
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// mask/image intersection - See Unity docs on eventAlphaThreshold for when this does anything
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if (graphic.Raycast(screenPos, eventCamera))
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{
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RaycastHit hit;
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hit.graphic = graphic;
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hit.worldPos = worldPos;
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hit.fromMouse = false;
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s_SortedGraphics.Add(hit);
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}
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}
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}
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s_SortedGraphics.Sort((g1, g2) => g2.graphic.depth.CompareTo(g1.graphic.depth));
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for (int i = 0; i < s_SortedGraphics.Count; ++i)
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{
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results.Add(s_SortedGraphics[i]);
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}
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}
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/// <summary>
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/// Get screen position of worldPosition contained in this RaycastResult
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/// </summary>
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/// <param name="worldPosition"></param>
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/// <returns></returns>
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public Vector2 GetScreenPosition(RaycastResult raycastResult)
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{
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// In future versions of Uinty RaycastResult will contain screenPosition so this will not be necessary
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return eventCamera.WorldToScreenPoint(raycastResult.worldPosition);
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}
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/// <summary>
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/// Detects whether a ray intersects a RectTransform and if it does also
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/// returns the world position of the intersection.
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/// </summary>
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/// <param name="rectTransform"></param>
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/// <param name="ray"></param>
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/// <param name="worldPos"></param>
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/// <returns></returns>
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static bool RayIntersectsRectTransform(RectTransform rectTransform, Ray ray, out Vector3 worldPos)
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{
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Vector3[] corners = new Vector3[4];
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rectTransform.GetWorldCorners(corners);
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Plane plane = new Plane(corners[0], corners[1], corners[2]);
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float enter;
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if (!plane.Raycast(ray, out enter))
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{
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worldPos = Vector3.zero;
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return false;
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}
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Vector3 intersection = ray.GetPoint(enter);
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Vector3 BottomEdge = corners[3] - corners[0];
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Vector3 LeftEdge = corners[1] - corners[0];
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float BottomDot = Vector3.Dot(intersection - corners[0], BottomEdge);
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float LeftDot = Vector3.Dot(intersection - corners[0], LeftEdge);
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if (BottomDot < BottomEdge.sqrMagnitude && // Can use sqrMag because BottomEdge is not normalized
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LeftDot < LeftEdge.sqrMagnitude &&
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BottomDot >= 0 &&
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LeftDot >= 0)
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{
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worldPos = corners[0] + LeftDot * LeftEdge / LeftEdge.sqrMagnitude + BottomDot * BottomEdge / BottomEdge.sqrMagnitude;
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return true;
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}
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else
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{
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worldPos = Vector3.zero;
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return false;
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}
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}
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struct RaycastHit
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{
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public Graphic graphic;
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public Vector3 worldPos;
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public bool fromMouse;
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};
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/// <summary>
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/// Is this the currently focussed Raycaster according to the InputModule
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/// </summary>
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/// <returns></returns>
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public bool IsFocussed()
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{
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OVRInputModule inputModule = EventSystem.current.currentInputModule as OVRInputModule;
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return inputModule && inputModule.activeGraphicRaycaster == this;
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}
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public void OnPointerEnter(PointerEventData e)
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{
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if (e.IsVRPointer())
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{
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// Gaze has entered this canvas. We'll make it the active one so that canvas-mouse pointer can be used.
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OVRInputModule inputModule = EventSystem.current.currentInputModule as OVRInputModule;
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inputModule.activeGraphicRaycaster = this;
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}
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}
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}
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