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- // 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
- });
- }
- }
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