9092858a58
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!
275 lines
9.5 KiB
C#
275 lines
9.5 KiB
C#
#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
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using System;
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using System.Collections.Generic;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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namespace UnityEngine.InputSystem.UI
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{
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/// <summary>
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/// Raycasting implementation for use with <see cref="TrackedDevice"/>s.
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/// </summary>
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/// <remarks>
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/// This component needs to be added alongside the <c>Canvas</c> component. Usually, raycasting is
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/// performed by the <c>GraphicRaycaster</c> component found there but for 3D raycasting necessary for
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/// tracked devices, this component is required.
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/// </remarks>
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[AddComponentMenu("Event/Tracked Device Raycaster")]
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[RequireComponent(typeof(Canvas))]
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public class TrackedDeviceRaycaster : BaseRaycaster
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{
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private struct RaycastHitData
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{
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public RaycastHitData(Graphic graphic, Vector3 worldHitPosition, Vector2 screenPosition, float distance)
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{
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this.graphic = graphic;
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this.worldHitPosition = worldHitPosition;
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this.screenPosition = screenPosition;
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this.distance = distance;
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}
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public Graphic graphic { get; }
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public Vector3 worldHitPosition { get; }
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public Vector2 screenPosition { get; }
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public float distance { get; }
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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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var myCanvas = canvas;
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return myCanvas != null ? myCanvas.worldCamera : null;
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}
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}
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public LayerMask blockingMask
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{
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get => m_BlockingMask;
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set => m_BlockingMask = value;
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}
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public bool checkFor3DOcclusion
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{
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get => m_CheckFor3DOcclusion;
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set => m_CheckFor3DOcclusion = value;
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}
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public bool checkFor2DOcclusion
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{
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get => m_CheckFor2DOcclusion;
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set => m_CheckFor2DOcclusion = value;
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}
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public bool ignoreReversedGraphics
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{
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get => m_IgnoreReversedGraphics;
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set => m_IgnoreReversedGraphics = value;
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}
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public float maxDistance
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{
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get => m_MaxDistance;
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set => m_MaxDistance = value;
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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s_Instances.AppendWithCapacity(this);
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}
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protected override void OnDisable()
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{
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var index = s_Instances.IndexOfReference(this);
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if (index != -1)
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s_Instances.RemoveAtByMovingTailWithCapacity(index);
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base.OnDisable();
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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 (eventData is ExtendedPointerEventData trackedEventData && trackedEventData.pointerType == UIPointerType.Tracked)
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PerformRaycast(trackedEventData, resultAppendList);
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}
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// Cached instances for raycasts hits to minimize GC.
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[NonSerialized] private List<RaycastHitData> m_RaycastResultsCache = new List<RaycastHitData>();
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internal void PerformRaycast(ExtendedPointerEventData eventData, List<RaycastResult> resultAppendList)
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{
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if (canvas == null)
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return;
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if (eventCamera == null)
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return;
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var ray = new Ray(eventData.trackedDevicePosition, eventData.trackedDeviceOrientation * Vector3.forward);
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var hitDistance = m_MaxDistance;
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#if UNITY_INPUT_SYSTEM_ENABLE_PHYSICS
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if (m_CheckFor3DOcclusion)
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{
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if (Physics.Raycast(ray, out var hit, maxDistance: hitDistance, layerMask: m_BlockingMask))
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hitDistance = hit.distance;
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}
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#endif
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#if UNITY_INPUT_SYSTEM_ENABLE_PHYSICS2D
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if (m_CheckFor2DOcclusion)
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{
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var raycastDistance = hitDistance;
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var hits = Physics2D.GetRayIntersection(ray, raycastDistance, m_BlockingMask);
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if (hits.collider != null)
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hitDistance = hits.distance;
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}
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#endif
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m_RaycastResultsCache.Clear();
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SortedRaycastGraphics(canvas, ray, m_RaycastResultsCache);
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// Now that we have a list of sorted hits, process any extra settings and filters.
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for (var i = 0; i < m_RaycastResultsCache.Count; i++)
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{
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var validHit = true;
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var hitData = m_RaycastResultsCache[i];
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var go = hitData.graphic.gameObject;
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if (m_IgnoreReversedGraphics)
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{
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var forward = ray.direction;
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var goDirection = go.transform.rotation * Vector3.forward;
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validHit = Vector3.Dot(forward, goDirection) > 0;
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}
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validHit &= hitData.distance < hitDistance;
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if (validHit)
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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 = hitData.distance,
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index = resultAppendList.Count,
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depth = hitData.graphic.depth,
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worldPosition = hitData.worldHitPosition,
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screenPosition = hitData.screenPosition,
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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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internal static InlinedArray<TrackedDeviceRaycaster> s_Instances;
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private static readonly List<RaycastHitData> s_SortedGraphics = new List<RaycastHitData>();
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private void SortedRaycastGraphics(Canvas canvas, Ray ray, List<RaycastHitData> results)
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{
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var graphics = GraphicRegistry.GetGraphicsForCanvas(canvas);
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s_SortedGraphics.Clear();
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for (var i = 0; i < graphics.Count; ++i)
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{
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var graphic = graphics[i];
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if (graphic.depth == -1)
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continue;
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Vector3 worldPos;
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float distance;
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if (RayIntersectsRectTransform(graphic.rectTransform, ray, out worldPos, out distance))
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{
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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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s_SortedGraphics.Add(new RaycastHitData(graphic, worldPos, screenPos, distance));
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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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results.AddRange(s_SortedGraphics);
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}
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private static bool RayIntersectsRectTransform(RectTransform transform, Ray ray, out Vector3 worldPosition, out float distance)
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{
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var corners = new Vector3[4];
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transform.GetWorldCorners(corners);
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var 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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var intersection = ray.GetPoint(enter);
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var bottomEdge = corners[3] - corners[0];
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var leftEdge = corners[1] - corners[0];
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var bottomDot = Vector3.Dot(intersection - corners[0], bottomEdge);
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var leftDot = Vector3.Dot(intersection - corners[0], leftEdge);
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// If the intersection is right of the left edge and above the bottom edge.
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if (leftDot >= 0 && bottomDot >= 0)
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{
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var topEdge = corners[1] - corners[2];
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var rightEdge = corners[3] - corners[2];
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var topDot = Vector3.Dot(intersection - corners[2], topEdge);
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var rightDot = Vector3.Dot(intersection - corners[2], rightEdge);
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//If the intersection is left of the right edge, and below the top edge
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if (topDot >= 0 && rightDot >= 0)
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{
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worldPosition = intersection;
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distance = enter;
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return true;
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}
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}
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}
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worldPosition = Vector3.zero;
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distance = 0;
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return false;
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}
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[FormerlySerializedAs("ignoreReversedGraphics")]
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[SerializeField]
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private bool m_IgnoreReversedGraphics;
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[FormerlySerializedAs("checkFor2DOcclusion")]
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[SerializeField]
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private bool m_CheckFor2DOcclusion;
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[FormerlySerializedAs("checkFor3DOcclusion")]
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[SerializeField]
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private bool m_CheckFor3DOcclusion;
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[Tooltip("Maximum distance (in 3D world space) that rays are traced to find a hit.")]
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[SerializeField] private float m_MaxDistance = 1000;
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[SerializeField]
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private LayerMask m_BlockingMask;
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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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}
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}
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#endif
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