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using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
namespace UnityEngine.UI
{
[AddComponentMenu("Event/Graphic Raycaster")]
[RequireComponent(typeof(Canvas))]
/// <summary>
/// A derived BaseRaycaster to raycast against Graphic elements.
/// </summary>
public class GraphicRaycaster : BaseRaycaster
{
protected const int kNoEventMaskSet = -1;
/// <summary>
/// Type of raycasters to check against to check for canvas blocking elements.
/// </summary>
public enum BlockingObjects
{
/// <summary>
/// Perform no raycasts.
/// </summary>
None = 0,
/// <summary>
/// Perform a 2D raycast check to check for blocking 2D elements
/// </summary>
TwoD = 1,
/// <summary>
/// Perform a 3D raycast check to check for blocking 3D elements
/// </summary>
ThreeD = 2,
/// <summary>
/// Perform a 2D and a 3D raycasts to check for blocking 2D and 3D elements.
/// </summary>
All = 3,
}
/// <summary>
/// Priority of the raycaster based upon sort order.
/// </summary>
/// <returns>
/// The sortOrder priority.
/// </returns>
public override int sortOrderPriority
{
get
{
// We need to return the sorting order here as distance will all be 0 for overlay.
if (canvas.renderMode == RenderMode.ScreenSpaceOverlay)
return canvas.sortingOrder;
return base.sortOrderPriority;
}
}
/// <summary>
/// Priority of the raycaster based upon render order.
/// </summary>
/// <returns>
/// The renderOrder priority.
/// </returns>
public override int renderOrderPriority
{
get
{
// We need to return the sorting order here as distance will all be 0 for overlay.
if (canvas.renderMode == RenderMode.ScreenSpaceOverlay)
return canvas.rootCanvas.renderOrder;
return base.renderOrderPriority;
}
}
[FormerlySerializedAs("ignoreReversedGraphics")]
[SerializeField]
private bool m_IgnoreReversedGraphics = true;
[FormerlySerializedAs("blockingObjects")]
[SerializeField]
private BlockingObjects m_BlockingObjects = BlockingObjects.None;
/// <summary>
/// Whether Graphics facing away from the raycaster are checked for raycasts.
/// </summary>
public bool ignoreReversedGraphics { get {return m_IgnoreReversedGraphics; } set { m_IgnoreReversedGraphics = value; } }
/// <summary>
/// The type of objects that are checked to determine if they block graphic raycasts.
/// </summary>
public BlockingObjects blockingObjects { get {return m_BlockingObjects; } set { m_BlockingObjects = value; } }
[SerializeField]
protected LayerMask m_BlockingMask = kNoEventMaskSet;
/// <summary>
/// The type of objects specified through LayerMask that are checked to determine if they block graphic raycasts.
/// </summary>
public LayerMask blockingMask { get { return m_BlockingMask; } set { m_BlockingMask = value; } }
private Canvas m_Canvas;
protected GraphicRaycaster()
{}
private Canvas canvas
{
get
{
if (m_Canvas != null)
return m_Canvas;
m_Canvas = GetComponent<Canvas>();
return m_Canvas;
}
}
[NonSerialized] private List<Graphic> m_RaycastResults = new List<Graphic>();
/// <summary>
/// Perform the raycast against the list of graphics associated with the Canvas.
/// </summary>
/// <param name="eventData">Current event data</param>
/// <param name="resultAppendList">List of hit objects to append new results to.</param>
public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
{
if (canvas == null)
return;
var canvasGraphics = GraphicRegistry.GetRaycastableGraphicsForCanvas(canvas);
if (canvasGraphics == null || canvasGraphics.Count == 0)
return;
int displayIndex;
var currentEventCamera = eventCamera; // Property can call Camera.main, so cache the reference
if (canvas.renderMode == RenderMode.ScreenSpaceOverlay || currentEventCamera == null)
displayIndex = canvas.targetDisplay;
else
displayIndex = currentEventCamera.targetDisplay;
var eventPosition = Display.RelativeMouseAt(eventData.position);
if (eventPosition != Vector3.zero)
{
// We support multiple display and display identification based on event position.
int eventDisplayIndex = (int)eventPosition.z;
// Discard events that are not part of this display so the user does not interact with multiple displays at once.
if (eventDisplayIndex != displayIndex)
return;
}
else
{
// The multiple display system is not supported on all platforms, when it is not supported the returned position
// will be all zeros so when the returned index is 0 we will default to the event data to be safe.
eventPosition = eventData.position;
#if UNITY_EDITOR
if (Display.activeEditorGameViewTarget != displayIndex)
return;
eventPosition.z = Display.activeEditorGameViewTarget;
#endif
// We dont really know in which display the event occured. We will process the event assuming it occured in our display.
}
// Convert to view space
Vector2 pos;
if (currentEventCamera == null)
{
// Multiple display support only when not the main display. For display 0 the reported
// resolution is always the desktops resolution since its part of the display API,
// so we use the standard none multiple display method. (case 741751)
float w = Screen.width;
float h = Screen.height;
if (displayIndex > 0 && displayIndex < Display.displays.Length)
{
w = Display.displays[displayIndex].systemWidth;
h = Display.displays[displayIndex].systemHeight;
}
pos = new Vector2(eventPosition.x / w, eventPosition.y / h);
}
else
pos = currentEventCamera.ScreenToViewportPoint(eventPosition);
// 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 (currentEventCamera != null)
ray = currentEventCamera.ScreenPointToRay(eventPosition);
if (canvas.renderMode != RenderMode.ScreenSpaceOverlay && blockingObjects != BlockingObjects.None)
{
float distanceToClipPlane = 100.0f;
if (currentEventCamera != null)
{
float projectionDirection = ray.direction.z;
distanceToClipPlane = Mathf.Approximately(0.0f, projectionDirection)
? Mathf.Infinity
: Mathf.Abs((currentEventCamera.farClipPlane - currentEventCamera.nearClipPlane) / projectionDirection);
}
#if PACKAGE_PHYSICS
if (blockingObjects == BlockingObjects.ThreeD || blockingObjects == BlockingObjects.All)
{
if (ReflectionMethodsCache.Singleton.raycast3D != null)
{
var hits = ReflectionMethodsCache.Singleton.raycast3DAll(ray, distanceToClipPlane, (int)m_BlockingMask);
if (hits.Length > 0)
hitDistance = hits[0].distance;
}
}
#endif
#if PACKAGE_PHYSICS2D
if (blockingObjects == BlockingObjects.TwoD || blockingObjects == BlockingObjects.All)
{
if (ReflectionMethodsCache.Singleton.raycast2D != null)
{
var hits = ReflectionMethodsCache.Singleton.getRayIntersectionAll(ray, distanceToClipPlane, (int)m_BlockingMask);
if (hits.Length > 0)
hitDistance = hits[0].distance;
}
}
#endif
}
m_RaycastResults.Clear();
Raycast(canvas, currentEventCamera, eventPosition, canvasGraphics, m_RaycastResults);
int totalCount = m_RaycastResults.Count;
for (var index = 0; index < totalCount; index++)
{
var go = m_RaycastResults[index].gameObject;
bool appendGraphic = true;
if (ignoreReversedGraphics)
{
if (currentEventCamera == 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 cameraForward = currentEventCamera.transform.rotation * Vector3.forward * currentEventCamera.nearClipPlane;
appendGraphic = Vector3.Dot(go.transform.position - currentEventCamera.transform.position - cameraForward, go.transform.forward) >= 0;
}
}
if (appendGraphic)
{
float distance = 0;
Transform trans = go.transform;
Vector3 transForward = trans.forward;
if (currentEventCamera == null || canvas.renderMode == RenderMode.ScreenSpaceOverlay)
distance = 0;
else
{
// 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 = eventPosition,
displayIndex = displayIndex,
index = resultAppendList.Count,
depth = m_RaycastResults[index].depth,
sortingLayer = canvas.sortingLayerID,
sortingOrder = canvas.sortingOrder,
worldPosition = ray.origin + ray.direction * distance,
worldNormal = -transForward
};
resultAppendList.Add(castResult);
}
}
}
/// <summary>
/// The camera that will generate rays for this raycaster.
/// </summary>
/// <returns>
/// - Null if Camera mode is ScreenSpaceOverlay or ScreenSpaceCamera and has no camera.
/// - canvas.worldCanvas if not null
/// - Camera.main.
/// </returns>
public override Camera eventCamera
{
get
{
var canvas = this.canvas;
var renderMode = canvas.renderMode;
if (renderMode == RenderMode.ScreenSpaceOverlay
|| (renderMode == RenderMode.ScreenSpaceCamera && canvas.worldCamera == null))
return null;
return canvas.worldCamera ?? Camera.main;
}
}
/// <summary>
/// Perform a raycast into the screen and collect all graphics underneath it.
/// </summary>
[NonSerialized] static readonly List<Graphic> s_SortedGraphics = new List<Graphic>();
private static void Raycast(Canvas canvas, Camera eventCamera, Vector2 pointerPosition, IList<Graphic> foundGraphics, List<Graphic> results)
{
// Necessary for the event system
int totalCount = foundGraphics.Count;
for (int i = 0; i < totalCount; ++i)
{
Graphic graphic = foundGraphics[i];
// -1 means it hasn't been processed by the canvas, which means it isn't actually drawn
if (!graphic.raycastTarget || graphic.canvasRenderer.cull || graphic.depth == -1)
continue;
if (!RectTransformUtility.RectangleContainsScreenPoint(graphic.rectTransform, pointerPosition, eventCamera, graphic.raycastPadding))
continue;
if (eventCamera != null && eventCamera.WorldToScreenPoint(graphic.rectTransform.position).z > eventCamera.farClipPlane)
continue;
if (graphic.Raycast(pointerPosition, eventCamera))
{
s_SortedGraphics.Add(graphic);
}
}
s_SortedGraphics.Sort((g1, g2) => g2.depth.CompareTo(g1.depth));
totalCount = s_SortedGraphics.Count;
for (int i = 0; i < totalCount; ++i)
results.Add(s_SortedGraphics[i]);
s_SortedGraphics.Clear();
}
}
}