Unity中htc vive射线与UI碰撞检测-graphcs.Raycast()
发表于2018-05-07
Unity中htc vive射线与UI碰撞检测其核心思路是用射线+碰撞的方法,不了解的可以看看。
代码如下:
// htc vive CanvasRaycastMethod
/*
继承关系:IRaycastMethod 接口<-- BaseRaycastMetod抽象类 <-- CanvasRaycastMethod
重写Raycast(Ray ray, float distance, List<RaycastResult> raycastResults)
*/
public override void Raycast(Ray ray, float distance, List<RaycastResult> raycastResults)
{
var tempCanvases = ListPool<ICanvasRaycastTarget>.Get();
tempCanvases.AddRange(canvases);
for (int i = tempCanvases.Count - 1; i >= 0; --i)
{
var target = tempCanvases[i];
if (target == null || !target.enabled) { continue; }
Raycast(target.canvas, target.ignoreReversedGraphics, ray, distance, raycaster, raycastResults);// raycaster from BaseRaycastMetod
}
ListPool<ICanvasRaycastTarget>.Release(tempCanvases);
}
public static void Raycast(Canvas canvas, bool ignoreReversedGraphics, Ray ray, float distance, Pointer3DRaycaster raycaster, List<RaycastResult> raycastResults)
{
if (canvas == null) { return; }
var eventCamera = raycaster.eventCamera; // 获取相机事件
var screenCenterPoint = Pointer3DInputModule.ScreenCenterPoint; // 获得屏幕的中心点
var graphics = GraphicRegistry.GetGraphicsForCanvas(canvas); // 获取canvas中的Graphic列表, UI中图形继承的Graphic
// Pointer3DRaycaster should set tje eventCamera to correct position
for (int i = 0; i < graphics.Count; ++i)
{
var graphic = graphics[i];
// -1 means it hasn't been processed by the canvas, which means it isn't actually drawn
if (graphic.depth == -1 || !graphic.raycastTarget) { continue; }
if (!RectTransformUtility.RectangleContainsScreenPoint(graphic.rectTransform, screenCenterPoint, eventCamera)) { continue; }
// 如果射线方向和graphic法线方向夹角大于90或者大于-90,说明只能看到线或者graphic的背面
if (ignoreReversedGraphics && Vector3.Dot(ray.direction, graphic.transform.forward) <= 0f) { continue; }
// 如果是有效位置返回真,否则返回假
if (!graphic.Raycast(screenCenterPoint, eventCamera)) { continue; }
//var dist = Vector3.Dot(transForward, trans.position - ray.origin) / Vector3.Dot(transForward, ray.direction);
float dist;
// 法线加点绘制平面 返回沿射线与平面相交的距离
new Plane(graphic.transform.forward, graphic.transform.position).Raycast(ray, out dist);
if (dist > distance) { continue; }
raycastResults.Add(new RaycastResult
{
gameObject = graphic.gameObject,
module = raycaster,
distance = dist,
worldPosition = ray.GetPoint(dist),
worldNormal = -graphic.transform.forward,
screenPosition = screenCenterPoint,
index = raycastResults.Count,
depth = graphic.depth,
sortingLayer = canvas.sortingLayerID,
sortingOrder = canvas.sortingOrder
});
}
}
