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MaiDXR/Assets/Oculus/VR/Scripts/Util/OVRPhysicsRaycaster.cs
2022-08-20 21:35:57 +02:00

184 lines
6.1 KiB
C#

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