playtest-unity/playtest/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/Raycasters/PhysicsRaycaster.cs

208 lines
7.7 KiB
C#

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