UGUI使用教程(十八)Raycaster

发表于2018-02-01
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射线其实是属于事件系统,它在EventSystem/Raycasters目录下,有BaseRaycaster、PhysicsRaycaster和Physics2DRaycaster三个类,命名空间也是UnityEngine.EventSystems。但是UI/Core目录下还有一个GraphicRaycaster文件,命名空间却是UnityEngine.UI。当我们在编辑器里新建(或间接新建)一个Canvas时,会为Canvas添加GraphicRaycaster组件,而PhysicsRaycaster和Physics2DRaycaster似乎在UGUI里没有被添加过。当然,我们在编辑器里可以添加这两个组件。本文就讨论一下这些射线照射器的原理和使用。

按照惯例,附上UGUI源码下载地址

BaseRaycaster是其他Raycaster的基类,是一个抽象类。在它OnEnable里将自己注册到RaycasterManager,并在OnDisable的时候从后者移除。

RaycasterManager是一个静态类,维护了一个BaseRaycaster类型的List。EventSystem(参考UGUI使用教程(一)事件系统EventSystem)里也通过这个类来管理所有的射线照射器。

PhysicsRaycaster(物理射线照射器)添加了特性
[RequireComponent(typeof(Camera))]  

说明它依赖于Camera组件。它通过eventCamera属性来获取对象上的Camera组件。
Raycast方法重写了BaseRaycaster的同名抽象方法:
public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)  
{  
    if (eventCamera == null)  
        return;  
    var ray = eventCamera.ScreenPointToRay(eventData.position);  
    float dist = eventCamera.farClipPlane - eventCamera.nearClipPlane;  
    var hits = Physics.RaycastAll(ray, dist, 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);  
        }  
    }  
}  

通过Physics.RaycastAll来获取所有被照射到的对象(finalEventMask是通过将Camera的cullingMask属性和编辑器设置中的EventMask属性做与运算获得的)。根据距离进行排序,然后包装成RaycastResult结构,加入到resultAppendList里面。EventSystem会将所有的Raycast的照射结果合在一起并排序,然后输入模块(参考UGUI使用教程(三)输入模块)取到第一个结果的对象(距离最短)作为受输入事件影响的对象。

Physics2DRaycaster继承自PhysicsRaycaster,其他都一样,只重写了Raycast方法:
public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)  
{  
    if (eventCamera == null)  
        return;  
    var ray = eventCamera.ScreenPointToRay(eventData.position);  
    float dist = eventCamera.farClipPlane - eventCamera.nearClipPlane;  
    var hits = Physics2D.RaycastAll(ray.origin, ray.direction, dist, finalEventMask);  
    if (hits.Length != 0)  
    {  
        for (int b = 0, bmax = hits.Length; b < bmax; ++b)  
        {  
            var sr = hits[b].collider.gameObject.GetComponent<SpriteRenderer>();  
            var result = new RaycastResult  
            {  
                gameObject = hits[b].collider.gameObject,  
                module = this,  
                distance = Vector3.Distance(eventCamera.transform.position, hits[b].transform.position),  
                worldPosition = hits[b].point,  
                worldNormal = hits[b].normal,  
                screenPosition = eventData.position,  
                index = resultAppendList.Count,  
                sortingLayer =  sr != null ? sr.sortingLayerID : 0,  
                sortingOrder = sr != null ? sr.sortingOrder : 0  
            };  
            resultAppendList.Add(result);  
        }  
    }  
}  

改为用Physics2D.RaycastAll来照射对象,并且根据SpriteRenderer组件设置结果变量(在EventSystem里会作为排序依据,毕竟是2D对象)。
GraphicRaycaster继承自BaseRaycaster,它添加了特性:
[RequireComponent(typeof(Canvas))]  

表示它依赖于Canvas组件(通过canvas属性来获取)。
它重写了三个属性sortOrderPriority、renderOrderPriority(获取Canvas的sortingOrder和renderOrder,这在EventSystem里会作为排序依据,呃……毕竟是UI)和eventCamera(获取canvas.worldCamera,为null则返回Camera.main)。
Raycast方法:
[NonSerialized] private List<Graphic> m_RaycastResults = new List<Graphic>();  
public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)  
{  
    if (canvas == null)  
        return;  
    // Convert to view space  
    Vector2 pos;  
    if (eventCamera == null)  
        pos = new Vector2(eventData.position.x / Screen.width, eventData.position.y / Screen.height);  
    else  
        pos = eventCamera.ScreenToViewportPoint(eventData.position);  
    // If it's outside the camera's viewport, do nothing  
    if (pos.x < 0f || pos.x > 1f || pos.y < 0f || pos.y > 1f)  
        return;  
    float hitDistance = float.MaxValue;  
    Ray ray = new Ray();  
    if (eventCamera != null)  
        ray = eventCamera.ScreenPointToRay(eventData.position);  
    if (canvas.renderMode != RenderMode.ScreenSpaceOverlay && blockingObjects != BlockingObjects.None)  
    {  
        float dist = 100.0f;  
        if (eventCamera != null)  
            dist = eventCamera.farClipPlane - eventCamera.nearClipPlane;  
        if (blockingObjects == BlockingObjects.ThreeD || blockingObjects == BlockingObjects.All)  
        {  
            RaycastHit hit;  
            if (Physics.Raycast(ray, out hit, dist, m_BlockingMask))  
            {  
                hitDistance = hit.distance;  
            }  
        }  
        if (blockingObjects == BlockingObjects.TwoD || blockingObjects == BlockingObjects.All)  
        {  
            RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction, dist, m_BlockingMask);  
            if (hit.collider != null)  
            {  
                hitDistance = hit.fraction * dist;  
            }  
        }  
    }  
    m_RaycastResults.Clear();  
    Raycast(canvas, eventCamera, eventData.position, m_RaycastResults);  
    for (var index = 0; index < m_RaycastResults.Count; index++)  
    {  
        var go = m_RaycastResults[index].gameObject;  
        bool appendGraphic = true;  
        if (ignoreReversedGraphics)  
        {  
            if (eventCamera == null)  
            {  
                // If we dont have a camera we know that we should always be facing forward  
                var dir = go.transform.rotation * Vector3.forward;  
                appendGraphic = Vector3.Dot(Vector3.forward, dir) > 0;  
            }  
            else  
            {  
                // If we have a camera compare the direction against the cameras forward.  
                var cameraFoward = eventCamera.transform.rotation * Vector3.forward;  
                var dir = go.transform.rotation * Vector3.forward;  
                appendGraphic = Vector3.Dot(cameraFoward, dir) > 0;  
            }  
        }  
        if (appendGraphic)  
        {  
            float distance = 0;  
            if (eventCamera == null || canvas.renderMode == RenderMode.ScreenSpaceOverlay)  
                distance = 0;  
            else  
            {  
                Transform trans = go.transform;  
                Vector3 transForward = trans.forward;  
                // http://geomalgorithms.com/a06-_intersect-2.html  
                distance = (Vector3.Dot(transForward, trans.position - ray.origin) / Vector3.Dot(transForward, ray.direction));  
                // Check to see if the go is behind the camera.  
                if (distance < 0)  
                    continue;  
            }  
            if (distance >= hitDistance)  
                continue;  
            var castResult = new RaycastResult  
            {  
                gameObject = go,  
                module = this,  
                distance = distance,  
                screenPosition = eventData.position,  
                index = resultAppendList.Count,  
                depth = m_RaycastResults[index].depth,  
                sortingLayer =  canvas.sortingLayerID,  
                sortingOrder = canvas.sortingOrder  
            };  
            resultAppendList.Add(castResult);  
        }  
    }  
}  

首先将屏幕点转换为Camera的视窗坐标,用于判断是否在视窗外。然后根据blockingObjects来选择Physics或RaycastHit2D,不过这里只是用来计算距离hitDistance。然后调用静态方法Raycast获取屏幕点在其区域内的Graphic的列表m_RaycastResults(会调用Graphic的Raycast方法,参考UGUI内核大探究(七)Graphic)。接着遍历m_RaycastResults,判断Graphic的方向向量和Camera的方向向量是否相交,然后判断Graphic是否在Camera的前面,并且距离小于等于hitDistance,满足了这些条件,才会把它打包成RaycastResult添加到resultAppendList里。

由此可见GraphicRaycaster与其他射线照射器的区别就在于,它把照射对象限定为了Graphic,这也是UGUI里的常规用法。

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