Add ultimate xr

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2024-08-06 21:58:35 +02:00
parent 864033bf10
commit 7165bacd9d
3952 changed files with 2162037 additions and 35 deletions

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UxrFingerTipRaycaster.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace UltimateXR.UI.UnityInputModule
{
/// <summary>
/// Raycaster compatible with Unity UI to use <see cref="UxrFingerTip" /> components on canvases, enabling touch
/// interaction.
/// </summary>
[RequireComponent(typeof(Canvas))]
public class UxrFingerTipRaycaster : UxrGraphicRaycaster
{
#region Inspector Properties/Serialized Fields
[SerializeField] private float _fingerTipMinHoverDistance = FingerTipMinHoverDistanceDefault;
[SerializeField] private float _fingerTipMaxAllowedAngle = FingerTipMaxAllowedTipAngle;
#endregion
#region Public Types & Data
/// <summary>
/// Default maximum distance a <see cref="UxrFingerTip" /> can have to a canvas in order to start generating hovering
/// events.
/// </summary>
public const float FingerTipMinHoverDistanceDefault = 0.05f;
/// <summary>
/// Default maximum angle between the finger and the canvas for a <see cref="UxrFingerTip" /> component to generate
/// input events.
/// </summary>
public const float FingerTipMaxAllowedTipAngle = 65.0f;
/// <summary>
/// Gets or sets the maximum distance a <see cref="UxrFingerTip" /> can have to a canvas in order to generate hovering
/// events.
/// </summary>
public float FingerTipMinHoverDistance
{
get => _fingerTipMinHoverDistance;
set => _fingerTipMinHoverDistance = value;
}
#endregion
#region Public Overrides GraphicRaycaster
/// <inheritdoc />
public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
{
// Check if it should be ray-casted
UxrPointerEventData pointerEventData = eventData as UxrPointerEventData;
if (pointerEventData == null || pointerEventData.FingerTip == null)
{
return;
}
// Initialize if necessary
if (_canvas == null)
{
_canvas = gameObject.GetComponent<Canvas>();
_canvasGroup = gameObject.GetComponent<CanvasGroup>();
if (_canvas == null)
{
return;
}
}
if (_canvasGroup != null && _canvasGroup.interactable == false)
{
return;
}
// Raycast against the canvas, gather all results and append to the list
_raycastResults.Clear();
// First check finger angle. This helps avoiding unwanted clicks.
if (Vector3.Angle(pointerEventData.FingerTip.WorldDir, _canvas.transform.forward) > _fingerTipMaxAllowedAngle)
{
return;
}
// Raycast
var ray = new Ray(pointerEventData.FingerTip.WorldPos, pointerEventData.FingerTip.WorldDir);
Raycast(_canvas, eventCamera, ray, ref _raycastResults, ref resultAppendList);
// Assign correct indices and get closest raycast
RaycastResult? raycastNearest = null;
for (int i = 0; i < _raycastResults.Count; ++i)
{
RaycastResult rayCastResult = _raycastResults[i];
rayCastResult.index = resultAppendList.Count + i;
if (!raycastNearest.HasValue || rayCastResult.distance < raycastNearest.Value.distance)
{
raycastNearest = rayCastResult;
}
}
// If a closest raycast was found, use it to compute the event delta
if (raycastNearest.HasValue)
{
eventData.position = raycastNearest.Value.screenPosition;
eventData.delta = eventData.position - _lastPosition;
_lastPosition = eventData.position;
eventData.pointerCurrentRaycast = raycastNearest.Value;
}
}
#endregion
#region Private Methods
/// <summary>
/// Performs a raycast to check which elements in a canvas were potentially interacted with.
/// </summary>
/// <param name="canvas">Canvas to check</param>
/// <param name="cam">Camera from which to perform the checks</param>
/// <param name="ray">Ray to use for intersection detection</param>
/// <param name="results">Returns the list of results sorted by increasing distance</param>
/// <param name="resultAppendList">Returns a list where the results have been appended to the existing content</param>
private void Raycast(Canvas canvas, Camera cam, Ray ray, ref List<RaycastResult> results, ref List<RaycastResult> resultAppendList)
{
if (cam == null)
{
return;
}
// Iterate over all canvas graphics
IList<Graphic> listGraphics = GraphicRegistry.GetGraphicsForCanvas(canvas);
for (int i = 0; i < listGraphics.Count; ++i)
{
if (listGraphics[i].depth == -1 || !listGraphics[i].raycastTarget)
{
continue;
}
float distance = Vector3.Dot(listGraphics[i].transform.forward, listGraphics[i].transform.position - ray.origin) / Vector3.Dot(listGraphics[i].transform.forward, ray.direction);
Vector3 position = ray.GetPoint(distance);
Vector2 pointerPosition = cam.WorldToScreenPoint(position);
if (distance > _fingerTipMinHoverDistance)
{
continue;
}
if (!RectTransformUtility.RectangleContainsScreenPoint(listGraphics[i].rectTransform, pointerPosition, cam))
{
continue;
}
if (listGraphics[i].Raycast(pointerPosition, cam))
{
var result = new RaycastResult
{
gameObject = listGraphics[i].gameObject,
module = this,
distance = distance,
screenPosition = pointerPosition,
worldPosition = position,
depth = listGraphics[i].depth,
sortingLayer = canvas.sortingLayerID,
sortingOrder = canvas.sortingOrder,
};
results.Add(result);
}
}
results.Sort((g1, g2) => g2.depth.CompareTo(g1.depth));
resultAppendList.AddRange(results);
}
#endregion
#region Private Types & Data
private Canvas _canvas;
private CanvasGroup _canvasGroup;
private List<RaycastResult> _raycastResults = new List<RaycastResult>();
private Vector2 _lastPosition;
#endregion
}
}