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-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs117
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diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs
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+++ b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs
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+using System.Collections.Generic;
+using UnityEngine.UI;
+
+namespace UnityEngine.EventSystems
+{
+ //c 投射3D物体的相机挂这个脚本
+
+ /// <summary>
+ /// Simple event system using physics raycasts.
+ /// </summary>
+ [AddComponentMenu("Event/Physics Raycaster")]
+ [RequireComponent(typeof(Camera))]
+ 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;
+
+ protected PhysicsRaycaster()
+ {}
+
+ public override Camera eventCamera
+ {
+ get
+ {
+ if (m_EventCamera == null)
+ m_EventCamera = GetComponent<Camera>();
+ return m_EventCamera ?? Camera.main;
+ }
+ }
+
+
+ /// <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; }
+ }
+
+ protected void ComputeRayAndDistance(PointerEventData eventData, out Ray ray, out float distanceToClipPlane)
+ {
+ ray = eventCamera.ScreenPointToRay(eventData.position);
+ // compensate far plane distance - see MouseEvents.cs
+ float projectionDirection = ray.direction.z; // ray.direction是归一化了的
+ distanceToClipPlane = Mathf.Approximately(0.0f, projectionDirection)
+ ? Mathf.Infinity
+ : Mathf.Abs((eventCamera.farClipPlane - eventCamera.nearClipPlane) / projectionDirection);
+ }
+
+ public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
+ {
+ // Cull ray casts that are outside of the view rect. (case 636595)
+ if (eventCamera == null || !eventCamera.pixelRect.Contains(eventData.position))
+ return;
+
+ // 根据触摸数据拿到射线
+ Ray ray;
+ float distanceToClipPlane;
+ ComputeRayAndDistance(eventData, out ray, out distanceToClipPlane);
+
+ if (ReflectionMethodsCache.Singleton.raycast3DAll == null)
+ return;
+
+ var hits = ReflectionMethodsCache.Singleton.raycast3DAll(ray, distanceToClipPlane, finalEventMask);
+
+ if (hits.Length > 1)
+ System.Array.Sort(hits, (r1, r2) => r1.distance.CompareTo(r2.distance));
+
+ if (hits.Length != 0)
+ {
+ for (int b = 0, bmax = hits.Length; b < bmax; ++b)
+ {
+ var result = new RaycastResult
+ {
+ gameObject = hits[b].collider.gameObject,
+ module = this,
+ distance = hits[b].distance,
+ worldPosition = hits[b].point,
+ worldNormal = hits[b].normal,
+ screenPosition = eventData.position,
+ index = resultAppendList.Count,
+ sortingLayer = 0,
+ sortingOrder = 0
+ };
+ resultAppendList.Add(result);
+ }
+ }
+ }
+ }
+}