using System.Collections.Generic;
using UnityEngine.UI;
namespace UnityEngine.EventSystems
{
//c 投射3D物体的相机挂这个脚本
///
/// Simple event system using physics raycasts.
///
[AddComponentMenu("Event/Physics Raycaster")]
[RequireComponent(typeof(Camera))]
public class PhysicsRaycaster : BaseRaycaster
{
///
/// Const to use for clarity when no event mask is set
///
protected const int kNoEventMaskSet = -1;
protected Camera m_EventCamera;
///
/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
///
[SerializeField]
protected LayerMask m_EventMask = kNoEventMaskSet;
protected PhysicsRaycaster()
{}
public override Camera eventCamera
{
get
{
if (m_EventCamera == null)
m_EventCamera = GetComponent();
return m_EventCamera ?? Camera.main;
}
}
///
/// Depth used to determine the order of event processing.
///
public virtual int depth
{
get { return (eventCamera != null) ? (int)eventCamera.depth : 0xFFFFFF; }
}
///
/// Event mask used to determine which objects will receive events.
///
public int finalEventMask
{
get { return (eventCamera != null) ? eventCamera.cullingMask & m_EventMask : kNoEventMaskSet; }
}
///
/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
///
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 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);
}
}
}
}
}