/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use
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the Utilities SDK except in compliance with the License, which is provided at the time of installation
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or download, or which otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/utilities-1.31
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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using System.Collections.Generic;
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namespace UnityEngine.EventSystems
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{
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/// <summary>
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/// Simple event system using physics raycasts. Very closely based on UnityEngine.EventSystems.PhysicsRaycaster
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/// </summary>
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[RequireComponent(typeof(OVRCameraRig))]
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public class OVRPhysicsRaycaster : BaseRaycaster
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{
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/// <summary>
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/// Const to use for clarity when no event mask is set
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/// </summary>
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protected const int kNoEventMaskSet = -1;
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/// <summary>
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/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
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/// </summary>
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[SerializeField]
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protected LayerMask m_EventMask = kNoEventMaskSet;
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protected OVRPhysicsRaycaster()
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{ }
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public override Camera eventCamera
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{
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get
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{
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return GetComponent<OVRCameraRig>().leftEyeCamera;
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}
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}
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/// <summary>
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/// Depth used to determine the order of event processing.
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/// </summary>
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public virtual int depth
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{
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get { return (eventCamera != null) ? (int)eventCamera.depth : 0xFFFFFF; }
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}
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public int sortOrder = 0;
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public override int sortOrderPriority
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{
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get
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{
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return sortOrder;
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}
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}
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/// <summary>
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/// Event mask used to determine which objects will receive events.
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/// </summary>
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public int finalEventMask
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{
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get { return (eventCamera != null) ? eventCamera.cullingMask & m_EventMask : kNoEventMaskSet; }
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}
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/// <summary>
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/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
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/// </summary>
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public LayerMask eventMask
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{
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get { return m_EventMask; }
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set { m_EventMask = value; }
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}
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/// <summary>
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/// Perform a raycast using the worldSpaceRay in eventData.
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/// </summary>
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/// <param name="eventData"></param>
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/// <param name="resultAppendList"></param>
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public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
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{
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// This function is closely based on PhysicsRaycaster.Raycast
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if (eventCamera == null)
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return;
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if (!eventData.IsVRPointer())
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return;
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var ray = eventData.GetRay();
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float dist = eventCamera.farClipPlane - eventCamera.nearClipPlane;
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var hits = Physics.RaycastAll(ray, dist, finalEventMask);
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if (hits.Length > 1)
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System.Array.Sort(hits, (r1, r2) => r1.distance.CompareTo(r2.distance));
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if (hits.Length != 0)
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{
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for (int b = 0, bmax = hits.Length; b < bmax; ++b)
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{
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var result = new RaycastResult
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{
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gameObject = hits[b].collider.gameObject,
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module = this,
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distance = hits[b].distance,
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index = resultAppendList.Count,
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worldPosition = hits[0].point,
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worldNormal = hits[0].normal,
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};
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resultAppendList.Add(result);
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}
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}
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}
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/// <summary>
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/// Perform a Spherecast using the worldSpaceRay in eventData.
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/// </summary>
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/// <param name="eventData"></param>
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/// <param name="resultAppendList"></param>
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/// <param name="radius">Radius of the sphere</param>
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public void Spherecast(PointerEventData eventData, List<RaycastResult> resultAppendList, float radius)
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{
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if (eventCamera == null)
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return;
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if (!eventData.IsVRPointer())
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return;
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var ray = eventData.GetRay();
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float dist = eventCamera.farClipPlane - eventCamera.nearClipPlane;
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var hits = Physics.SphereCastAll(ray, radius, dist, finalEventMask);
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if (hits.Length > 1)
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System.Array.Sort(hits, (r1, r2) => r1.distance.CompareTo(r2.distance));
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if (hits.Length != 0)
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{
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for (int b = 0, bmax = hits.Length; b < bmax; ++b)
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{
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var result = new RaycastResult
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{
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gameObject = hits[b].collider.gameObject,
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module = this,
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distance = hits[b].distance,
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index = resultAppendList.Count,
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worldPosition = hits[0].point,
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worldNormal = hits[0].normal,
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};
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resultAppendList.Add(result);
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}
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}
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}
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/// <summary>
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/// Get screen position of this world position as seen by the event camera of this OVRPhysicsRaycaster
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/// </summary>
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/// <param name="worldPosition"></param>
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/// <returns></returns>
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public Vector2 GetScreenPos(Vector3 worldPosition)
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{
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// In future versions of Uinty RaycastResult will contain screenPosition so this will not be necessary
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return eventCamera.WorldToScreenPoint(worldPosition);
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}
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}
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}
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