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 }); } }