diff options
Diffstat (limited to 'Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs')
-rw-r--r-- | Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs new file mode 100644 index 0000000..c7d431c --- /dev/null +++ b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/PhysicsRaycaster.cs @@ -0,0 +1,117 @@ +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); + } + } + } + } +} |