Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Plugins/UI/TrackedDeviceRaycaster.cs
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

275 lines
9.5 KiB
C#

#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
using System;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem.Utilities;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace UnityEngine.InputSystem.UI
{
/// <summary>
/// Raycasting implementation for use with <see cref="TrackedDevice"/>s.
/// </summary>
/// <remarks>
/// This component needs to be added alongside the <c>Canvas</c> component. Usually, raycasting is
/// performed by the <c>GraphicRaycaster</c> component found there but for 3D raycasting necessary for
/// tracked devices, this component is required.
/// </remarks>
[AddComponentMenu("Event/Tracked Device Raycaster")]
[RequireComponent(typeof(Canvas))]
public class TrackedDeviceRaycaster : BaseRaycaster
{
private struct RaycastHitData
{
public RaycastHitData(Graphic graphic, Vector3 worldHitPosition, Vector2 screenPosition, float distance)
{
this.graphic = graphic;
this.worldHitPosition = worldHitPosition;
this.screenPosition = screenPosition;
this.distance = distance;
}
public Graphic graphic { get; }
public Vector3 worldHitPosition { get; }
public Vector2 screenPosition { get; }
public float distance { get; }
}
public override Camera eventCamera
{
get
{
var myCanvas = canvas;
return myCanvas != null ? myCanvas.worldCamera : null;
}
}
public LayerMask blockingMask
{
get => m_BlockingMask;
set => m_BlockingMask = value;
}
public bool checkFor3DOcclusion
{
get => m_CheckFor3DOcclusion;
set => m_CheckFor3DOcclusion = value;
}
public bool checkFor2DOcclusion
{
get => m_CheckFor2DOcclusion;
set => m_CheckFor2DOcclusion = value;
}
public bool ignoreReversedGraphics
{
get => m_IgnoreReversedGraphics;
set => m_IgnoreReversedGraphics = value;
}
public float maxDistance
{
get => m_MaxDistance;
set => m_MaxDistance = value;
}
protected override void OnEnable()
{
base.OnEnable();
s_Instances.AppendWithCapacity(this);
}
protected override void OnDisable()
{
var index = s_Instances.IndexOfReference(this);
if (index != -1)
s_Instances.RemoveAtByMovingTailWithCapacity(index);
base.OnDisable();
}
public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
{
if (eventData is ExtendedPointerEventData trackedEventData && trackedEventData.pointerType == UIPointerType.Tracked)
PerformRaycast(trackedEventData, resultAppendList);
}
// Cached instances for raycasts hits to minimize GC.
[NonSerialized] private List<RaycastHitData> m_RaycastResultsCache = new List<RaycastHitData>();
internal void PerformRaycast(ExtendedPointerEventData eventData, List<RaycastResult> resultAppendList)
{
if (canvas == null)
return;
if (eventCamera == null)
return;
var ray = new Ray(eventData.trackedDevicePosition, eventData.trackedDeviceOrientation * Vector3.forward);
var hitDistance = m_MaxDistance;
#if UNITY_INPUT_SYSTEM_ENABLE_PHYSICS
if (m_CheckFor3DOcclusion)
{
if (Physics.Raycast(ray, out var hit, maxDistance: hitDistance, layerMask: m_BlockingMask))
hitDistance = hit.distance;
}
#endif
#if UNITY_INPUT_SYSTEM_ENABLE_PHYSICS2D
if (m_CheckFor2DOcclusion)
{
var raycastDistance = hitDistance;
var hits = Physics2D.GetRayIntersection(ray, raycastDistance, m_BlockingMask);
if (hits.collider != null)
hitDistance = hits.distance;
}
#endif
m_RaycastResultsCache.Clear();
SortedRaycastGraphics(canvas, ray, m_RaycastResultsCache);
// Now that we have a list of sorted hits, process any extra settings and filters.
for (var i = 0; i < m_RaycastResultsCache.Count; i++)
{
var validHit = true;
var hitData = m_RaycastResultsCache[i];
var go = hitData.graphic.gameObject;
if (m_IgnoreReversedGraphics)
{
var forward = ray.direction;
var goDirection = go.transform.rotation * Vector3.forward;
validHit = Vector3.Dot(forward, goDirection) > 0;
}
validHit &= hitData.distance < hitDistance;
if (validHit)
{
var castResult = new RaycastResult
{
gameObject = go,
module = this,
distance = hitData.distance,
index = resultAppendList.Count,
depth = hitData.graphic.depth,
worldPosition = hitData.worldHitPosition,
screenPosition = hitData.screenPosition,
};
resultAppendList.Add(castResult);
}
}
}
internal static InlinedArray<TrackedDeviceRaycaster> s_Instances;
private static readonly List<RaycastHitData> s_SortedGraphics = new List<RaycastHitData>();
private void SortedRaycastGraphics(Canvas canvas, Ray ray, List<RaycastHitData> results)
{
var graphics = GraphicRegistry.GetGraphicsForCanvas(canvas);
s_SortedGraphics.Clear();
for (var i = 0; i < graphics.Count; ++i)
{
var graphic = graphics[i];
if (graphic.depth == -1)
continue;
Vector3 worldPos;
float distance;
if (RayIntersectsRectTransform(graphic.rectTransform, ray, out worldPos, out distance))
{
Vector2 screenPos = eventCamera.WorldToScreenPoint(worldPos);
// mask/image intersection - See Unity docs on eventAlphaThreshold for when this does anything
if (graphic.Raycast(screenPos, eventCamera))
{
s_SortedGraphics.Add(new RaycastHitData(graphic, worldPos, screenPos, distance));
}
}
}
s_SortedGraphics.Sort((g1, g2) => g2.graphic.depth.CompareTo(g1.graphic.depth));
results.AddRange(s_SortedGraphics);
}
private static bool RayIntersectsRectTransform(RectTransform transform, Ray ray, out Vector3 worldPosition, out float distance)
{
var corners = new Vector3[4];
transform.GetWorldCorners(corners);
var plane = new Plane(corners[0], corners[1], corners[2]);
float enter;
if (plane.Raycast(ray, out enter))
{
var intersection = ray.GetPoint(enter);
var bottomEdge = corners[3] - corners[0];
var leftEdge = corners[1] - corners[0];
var bottomDot = Vector3.Dot(intersection - corners[0], bottomEdge);
var leftDot = Vector3.Dot(intersection - corners[0], leftEdge);
// If the intersection is right of the left edge and above the bottom edge.
if (leftDot >= 0 && bottomDot >= 0)
{
var topEdge = corners[1] - corners[2];
var rightEdge = corners[3] - corners[2];
var topDot = Vector3.Dot(intersection - corners[2], topEdge);
var rightDot = Vector3.Dot(intersection - corners[2], rightEdge);
//If the intersection is left of the right edge, and below the top edge
if (topDot >= 0 && rightDot >= 0)
{
worldPosition = intersection;
distance = enter;
return true;
}
}
}
worldPosition = Vector3.zero;
distance = 0;
return false;
}
[FormerlySerializedAs("ignoreReversedGraphics")]
[SerializeField]
private bool m_IgnoreReversedGraphics;
[FormerlySerializedAs("checkFor2DOcclusion")]
[SerializeField]
private bool m_CheckFor2DOcclusion;
[FormerlySerializedAs("checkFor3DOcclusion")]
[SerializeField]
private bool m_CheckFor3DOcclusion;
[Tooltip("Maximum distance (in 3D world space) that rays are traced to find a hit.")]
[SerializeField] private float m_MaxDistance = 1000;
[SerializeField]
private LayerMask m_BlockingMask;
[NonSerialized]
private Canvas m_Canvas;
private Canvas canvas
{
get
{
if (m_Canvas != null)
return m_Canvas;
m_Canvas = GetComponent<Canvas>();
return m_Canvas;
}
}
}
}
#endif