forked from BilalY/Rasagar
208 lines
7.8 KiB
C#
208 lines
7.8 KiB
C#
using System.Collections.Generic;
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using UnityEngine.UI;
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namespace UnityEngine.EventSystems
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{
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/// <summary>
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/// Simple event system using physics raycasts.
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/// </summary>
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[AddComponentMenu("Event/Physics Raycaster")]
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[RequireComponent(typeof(Camera))]
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/// <summary>
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/// Raycaster for casting against 3D Physics components.
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/// </summary>
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public class PhysicsRaycaster : BaseRaycaster
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{
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/// <summary>
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/// Const to use for clarity when no event mask is set
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/// </summary>
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protected const int kNoEventMaskSet = -1;
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protected Camera m_EventCamera;
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/// <summary>
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/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
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/// </summary>
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[SerializeField]
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protected LayerMask m_EventMask = kNoEventMaskSet;
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/// <summary>
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/// The max number of intersections allowed. 0 = allocating version anything else is non alloc.
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/// </summary>
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[SerializeField]
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protected int m_MaxRayIntersections = 0;
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protected int m_LastMaxRayIntersections = 0;
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#if PACKAGE_PHYSICS
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RaycastHit[] m_Hits;
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#endif
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protected PhysicsRaycaster()
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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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if (m_EventCamera == null)
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m_EventCamera = GetComponent<Camera>();
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if (m_EventCamera == null)
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return Camera.main;
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return m_EventCamera ;
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}
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}
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/// <summary>
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/// Depth used to determine the order of event processing.
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/// </summary>
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public virtual int depth
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{
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get { return (eventCamera != null) ? (int)eventCamera.depth : 0xFFFFFF; }
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}
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/// <summary>
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/// Event mask used to determine which objects will receive events.
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/// </summary>
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public int finalEventMask
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{
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get { return (eventCamera != null) ? eventCamera.cullingMask & m_EventMask : kNoEventMaskSet; }
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}
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/// <summary>
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/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
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/// </summary>
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public LayerMask eventMask
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{
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get { return m_EventMask; }
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set { m_EventMask = value; }
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}
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/// <summary>
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/// Max number of ray intersection allowed to be found.
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/// </summary>
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/// <remarks>
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/// A value of zero will represent using the allocating version of the raycast function where as any other value will use the non allocating version.
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/// </remarks>
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public int maxRayIntersections
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{
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get { return m_MaxRayIntersections; }
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set { m_MaxRayIntersections = value; }
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}
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/// <summary>
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/// Returns a ray going from camera through the event position and the distance between the near and far clipping planes along that ray.
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/// </summary>
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/// <param name="eventData">The pointer event for which we will cast a ray.</param>
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/// <param name="ray">The ray to use.</param>
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/// <param name="eventDisplayIndex">The display index used.</param>
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/// <param name="distanceToClipPlane">The distance between the near and far clipping planes along the ray.</param>
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/// <returns>True if the operation was successful. false if it was not possible to compute, such as the eventPosition being outside of the view.</returns>
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protected bool ComputeRayAndDistance(PointerEventData eventData, ref Ray ray, ref int eventDisplayIndex, ref float distanceToClipPlane)
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{
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if (eventCamera == null)
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return false;
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var eventPosition = MultipleDisplayUtilities.RelativeMouseAtScaled(eventData.position, eventData.displayIndex);
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if (eventPosition != Vector3.zero)
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{
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// We support multiple display and display identification based on event position.
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eventDisplayIndex = (int)eventPosition.z;
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// Discard events that are not part of this display so the user does not interact with multiple displays at once.
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if (eventDisplayIndex != eventCamera.targetDisplay)
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return false;
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}
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else
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{
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// The multiple display system is not supported on all platforms, when it is not supported the returned position
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// will be all zeros so when the returned index is 0 we will default to the event data to be safe.
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eventPosition = eventData.position;
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}
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// Cull ray casts that are outside of the view rect. (case 636595)
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if (!eventCamera.pixelRect.Contains(eventPosition))
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return false;
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ray = eventCamera.ScreenPointToRay(eventPosition);
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// compensate far plane distance - see MouseEvents.cs
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float projectionDirection = ray.direction.z;
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distanceToClipPlane = Mathf.Approximately(0.0f, projectionDirection)
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? Mathf.Infinity
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: Mathf.Abs((eventCamera.farClipPlane - eventCamera.nearClipPlane) / projectionDirection);
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return true;
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}
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public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
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{
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#if PACKAGE_PHYSICS
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Ray ray = new Ray();
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int displayIndex = 0;
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float distanceToClipPlane = 0;
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if (!ComputeRayAndDistance(eventData, ref ray, ref displayIndex, ref distanceToClipPlane))
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return;
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int hitCount = 0;
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if (m_MaxRayIntersections == 0)
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{
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if (ReflectionMethodsCache.Singleton.raycast3DAll == null)
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return;
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m_Hits = ReflectionMethodsCache.Singleton.raycast3DAll(ray, distanceToClipPlane, finalEventMask);
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hitCount = m_Hits.Length;
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}
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else
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{
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if (ReflectionMethodsCache.Singleton.getRaycastNonAlloc == null)
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return;
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if (m_LastMaxRayIntersections != m_MaxRayIntersections)
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{
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m_Hits = new RaycastHit[m_MaxRayIntersections];
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m_LastMaxRayIntersections = m_MaxRayIntersections;
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}
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hitCount = ReflectionMethodsCache.Singleton.getRaycastNonAlloc(ray, m_Hits, distanceToClipPlane, finalEventMask);
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}
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if (hitCount != 0)
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{
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if (hitCount > 1)
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System.Array.Sort(m_Hits, 0, hitCount, RaycastHitComparer.instance);
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for (int b = 0, bmax = hitCount; b < bmax; ++b)
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{
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var result = new RaycastResult
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{
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gameObject = m_Hits[b].collider.gameObject,
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module = this,
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distance = m_Hits[b].distance,
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worldPosition = m_Hits[b].point,
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worldNormal = m_Hits[b].normal,
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screenPosition = eventData.position,
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displayIndex = displayIndex,
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index = resultAppendList.Count,
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sortingLayer = 0,
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sortingOrder = 0
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};
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resultAppendList.Add(result);
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}
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}
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#endif
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}
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#if PACKAGE_PHYSICS
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private class RaycastHitComparer : IComparer<RaycastHit>
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{
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public static RaycastHitComparer instance = new RaycastHitComparer();
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public int Compare(RaycastHit x, RaycastHit y)
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{
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return x.distance.CompareTo(y.distance);
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}
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}
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#endif
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}
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}
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