1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474 |
- using UnityEngine;
- using UnityEngine.UI;
- using UnityEngine.EventSystems;
- using System.Collections;
- using System.Collections.Generic;
- using System;
- namespace CurvedUI
- {
- #if CURVEDUI_GOOGLEVR
- public class CurvedUIRaycaster : GvrPointerGraphicRaycaster
- #else
- public class CurvedUIRaycaster : GraphicRaycaster
- #endif
- {
- [SerializeField]
- bool showDebug = false;
- //Settings--------------------------------------//
- // CurvedUIRaycaster must modify the position of the eventData to make it valid for the curved canvas.
- // It can either create a copy, or override the original. The copy will only be used for this canvas, in this frame.
- // The overridden original will be carried to other canvases and next frames.
- //
- // Set this to TRUE if this raycaster should override the original eventData.
- // Overriding eventData allows canvas to use 1:1 scrolling. Scroll rects and sliders behave as they should on a curved surface and follow the pointer.
- // This however breaks the interactions with flat canvases in the same scene as original eventData will not be correct for them any more.
- //
- // Setting this to FALSE will create a copy of the eventData for each canvas.
- // Flat canvases on the same scene will work fine, but scroll rects on curved canvases will move faster / slower than the pointer.
- // May break dragging and scrolling as there will be no past eventdata to calculate delta position from.
- //
- // default true.
- bool overrideEventData = true;
- //Variables --------------------------------------//
- Canvas myCanvas;
- CurvedUISettings mySettings;
- Vector3 cyllinderMidPoint;
- List<GameObject> objectsUnderPointer = new List<GameObject>();
- Vector2 lastCanvasPos = Vector2.zero;
- GameObject colliderContainer;
- PointerEventData lastFrameEventData;
- PointerEventData curEventData;
- PointerEventData eventDataToUse;
- Ray cachedRay;
- Graphic gph;
- //gaze click
- List<GameObject> selectablesUnderGaze = new List<GameObject>();
- List<GameObject> selectablesUnderGazeLastFrame = new List<GameObject>();
- float objectsUnderGazeLastChangeTime;
- bool gazeClickExecuted = false;
- bool pointingAtCanvas = false;
- bool pointingAtCanvasLastFrame = false;
- #region LIFECYCLE
- protected override void Awake()
- {
- base.Awake();
- mySettings = GetComponentInParent<CurvedUISettings>();
-
-
- if (mySettings == null) return;
- myCanvas = mySettings.GetComponent<Canvas>();
- cyllinderMidPoint = new Vector3(0, 0, -mySettings.GetCyllinderRadiusInCanvasSpace());
- //this must be set to false to make sure proper interactions.
- //Otherwise, Unity may ignore Selectables on edges of heavily curved canvas.
- ignoreReversedGraphics = false;
- }
- protected override void Start()
- {
- if (mySettings == null) return;
- CheckEventCamera();
- CreateCollider();
- #if CURVEDUI_GOOGLEVR
- //Find if there is a GvrPointerPhysicsRaycaster on the scene that can override our Raycasts.
- if (Camera.main != null && Camera.main.GetComponent<GvrPointerPhysicsRaycaster>() != null)
- {
- LayerMask mask = Camera.main.GetComponent<GvrPointerPhysicsRaycaster>().eventMask;
- if (IsInLayerMask(this.gameObject.layer, mask)){
- Debug.LogWarning("CURVEDUI: GvrPointerPhysicsRaycaster is raycasting over this canvas' layer (" +this.gameObject.name +" - " + LayerMask.LayerToName(this.gameObject.layer)+" layer). "
- + "This can make the UI unusable. It has been automatically fixed for this run, but your 3D objects may now be unusable. "
- + "Make sure your GvrPointerPhysicsRaycaster is not raycasting on this object's layer UI by editing its properties. Click here to highlight it.", Camera.main.gameObject);
- mask = mask & ~(1 << this.gameObject.layer);
- Camera.main.GetComponent<GvrPointerPhysicsRaycaster>().eventMask = mask;
- }
- }
- #endif
- }
- protected virtual void Update()
- {
- if (mySettings == null) return;
- //Gaze click process.
- if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.GAZE && CurvedUIInputModule.Instance.GazeUseTimedClick)
- {
- if (pointingAtCanvas)
- {
- //first frame gaze enters canvas. Make sure we dont click immidiately upon entering canvas
- if (!pointingAtCanvasLastFrame)
- ResetGazeTimedClick();
- ProcessGazeTimedClick();
- //save current selectablesUnderGaze
- selectablesUnderGazeLastFrame.Clear();
- selectablesUnderGazeLastFrame.AddRange(selectablesUnderGaze);
- //find selectables we're currently pointing at in objects under pointer
- selectablesUnderGaze.Clear();
- selectablesUnderGaze.AddRange(objectsUnderPointer);
- selectablesUnderGaze.RemoveAll(obj =>
- obj.GetComponent<Selectable>() == null || obj.GetComponent<Selectable>().interactable == false);
- //Animate progress bar
- if (GazeProgressImage)
- {
- if (GazeProgressImage.type != Image.Type.Filled) GazeProgressImage.type = Image.Type.Filled;
- GazeProgressImage.fillAmount =
- (Time.time - objectsUnderGazeLastChangeTime).RemapAndClamp(CurvedUIInputModule.Instance.GazeClickTimerDelay, CurvedUIInputModule.Instance.GazeClickTimer + CurvedUIInputModule.Instance.GazeClickTimerDelay, 0, 1);
- }
- }
- else if (!pointingAtCanvas && pointingAtCanvasLastFrame) //first frame after gaze pointer leaves this canvas.
- {
- //not poiting at canvas, reset the timer.
- ResetGazeTimedClick();
- if (GazeProgressImage) GazeProgressImage.fillAmount = 0;
- }
- }
- pointingAtCanvasLastFrame = pointingAtCanvas;
- //reset this variable. It will be checked again during next Raycast method run.
- pointingAtCanvas = false;
- }
- #endregion
- #region GAZE INTERACTION
- void ProcessGazeTimedClick()
- {
- //debug
- //string str = " Object under pointer: ";
- //foreach (GameObject go in objectsUnderPointer) str += go.name + ", ";
- //Debug.Log(str);
- //two lists are not the same - selected objects changed
- if (selectablesUnderGazeLastFrame.Count == 0 || selectablesUnderGazeLastFrame.Count != selectablesUnderGaze.Count)
- {
- ResetGazeTimedClick();
- return;
- }
- //Check if objects changed since last frame
- for (int i = 0; i < selectablesUnderGazeLastFrame.Count && i < selectablesUnderGaze.Count; i++)
- {
- if (selectablesUnderGazeLastFrame[i].GetInstanceID() != selectablesUnderGaze[i].GetInstanceID())
- {
- ResetGazeTimedClick();
- return;
- }
- }
- //Check if time is done and we havent executed the click yet
- if (!gazeClickExecuted && Time.time > objectsUnderGazeLastChangeTime + CurvedUIInputModule.Instance.GazeClickTimer + CurvedUIInputModule.Instance.GazeClickTimerDelay)
- {
- Click();
- gazeClickExecuted = true;
- }
- }
- void ResetGazeTimedClick()
- {
- objectsUnderGazeLastChangeTime = Time.time;
- gazeClickExecuted = false;
- }
- #endregion
- #region PHYSICS RAYCASTING
- Vector3 mousePressPosition, mousePosition;
- public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
- {
- if (mySettings == null)
- {
- base.Raycast(eventData, resultAppendList);
- return;
- }
- if (!mySettings.Interactable)
- return;
- //check if we have a world camera to process events by
- if (!CheckEventCamera())
- {
- Debug.LogWarning("CurvedUI: No WORLD CAMERA assigned to Canvas " + this.gameObject.name + " to use for event processing!", myCanvas.gameObject);
- return;
- }
- mousePressPosition = eventData.pressPosition;
- mousePosition = eventData.position;
- //get a ray to raycast with depending on the control method
- cachedRay = CurvedUIInputModule.Instance.GetEventRay(myCanvas.worldCamera);
- //special case for GAZE and WORLD MOUSE
- if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.GAZE)
- UpdateSelectedObjects(eventData);
- else if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.WORLD_MOUSE)
- cachedRay = new Ray(myCanvas.worldCamera.transform.position, (mySettings.CanvasToCurvedCanvas(CurvedUIInputModule.Instance.WorldSpaceMouseInCanvasSpace) - myCanvas.worldCamera.transform.position));
- //Create a copy of the eventData to be used by this canvas.
- if (curEventData == null)
- curEventData = new PointerEventData(EventSystem.current);
- if (!overrideEventData)
- {
- curEventData.pointerEnter = eventData.pointerEnter;
- curEventData.rawPointerPress = eventData.rawPointerPress;
- curEventData.pointerDrag = eventData.pointerDrag;
- curEventData.pointerCurrentRaycast = eventData.pointerCurrentRaycast;
- curEventData.pointerPressRaycast = eventData.pointerPressRaycast;
- curEventData.hovered.Clear();
- curEventData.hovered.AddRange(eventData.hovered);
- curEventData.eligibleForClick = eventData.eligibleForClick;
- curEventData.pointerId = eventData.pointerId;
- curEventData.position = eventData.position;
- curEventData.delta = eventData.delta;
- curEventData.pressPosition = eventData.pressPosition;
- curEventData.clickTime = eventData.clickTime;
- curEventData.clickCount = eventData.clickCount;
- curEventData.scrollDelta = eventData.scrollDelta;
- curEventData.useDragThreshold = eventData.useDragThreshold;
- curEventData.dragging = eventData.dragging;
- curEventData.button = eventData.button;
- }
- if (mySettings.Angle != 0 && mySettings.enabled)
- { // use custom raycasting only if Curved effect is enabled
- //Getting remappedPosition on the curved canvas ------------------------------//
- //This will be later passed to GraphicRaycaster so it can discover interactions as usual.
- //If we did not hit the curved canvas, return - no interactions are possible
- //Physical raycast to find interaction point
- Vector2 remappedPosition = eventData.position;
- switch (mySettings.Shape)
- {
- case CurvedUISettings.CurvedUIShape.CYLINDER:
- {
- if (!RaycastToCyllinderCanvas(cachedRay, out remappedPosition, false)) return;
- break;
- }
- case CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL:
- {
- if (!RaycastToCyllinderVerticalCanvas(cachedRay, out remappedPosition, false)) return;
- break;
- }
- case CurvedUISettings.CurvedUIShape.RING:
- {
- if (!RaycastToRingCanvas(cachedRay, out remappedPosition, false)) return;
- break;
- }
- case CurvedUISettings.CurvedUIShape.SPHERE:
- {
- if (!RaycastToSphereCanvas(cachedRay, out remappedPosition, false)) return;
- break;
- }
- }
- //if we got here, it means user is pointing at this canvas.
- pointingAtCanvas = true;
- //Creating eventData for canvas Raycasting -------------------//
- //Which eventData were going to use?
- eventDataToUse = overrideEventData ? eventData : curEventData;
- // Swap event data pressPosition to our remapped pos if this is the frame of the press
- if (eventDataToUse.pressPosition == eventDataToUse.position)
- eventDataToUse.pressPosition = remappedPosition;
- // Swap event data position to our remapped pos
- eventDataToUse.position = remappedPosition;
- //Scroll Handling---------------------------------------------//
- //We must handle scroll a little differently on these platforms
- if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.STEAMVR_LEGACY)
- {
- eventDataToUse.delta = remappedPosition - lastCanvasPos;
- lastCanvasPos = remappedPosition;
- }
- }
- //store objects under pointer so they can quickly retrieved if needed by other scripts
- objectsUnderPointer = eventData.hovered;
- lastFrameEventData = eventData;
- // Use base class raycast method to finish the raycast if we hit anything
- FlatRaycast(overrideEventData ? eventData : curEventData, resultAppendList);
- eventDataToUse.pressPosition = mousePressPosition;
- eventDataToUse.position = mousePosition;
- }
- RaycastHit hit = new RaycastHit();
- public virtual bool RaycastToCyllinderCanvas(Ray ray3D, out Vector2 o_canvasPos, bool OutputInCanvasSpace = false)
- {
- if (showDebug)
- {
- Debug.DrawLine(ray3D.origin, ray3D.GetPoint(1000), Color.red);
- }
- if (Physics.Raycast(ray3D, out hit, float.PositiveInfinity, GetLayerMaskForMyLayer()))
- {
- //find if we hit this canvas - this needs to be uncommented
- if (overrideEventData && hit.collider.gameObject != this.gameObject && (colliderContainer == null || hit.collider.transform.parent != colliderContainer.transform))
- {
- o_canvasPos = Vector2.zero;
- return false;
- }
- //direction from the cyllinder center to the hit point
- Vector3 localHitPoint = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(hit.point);
- Vector3 directionFromCyllinderCenter = (localHitPoint - cyllinderMidPoint).normalized;
- //angle between middle of the projected canvas and hit point direction
- float angle = -AngleSigned(directionFromCyllinderCenter.ModifyY(0), mySettings.Angle < 0 ? Vector3.back : Vector3.forward, Vector3.up);
- //convert angle to canvas coordinates
- Vector2 canvasSize = myCanvas.GetComponent<RectTransform>().rect.size;
- //map the intersection point to 2d point in canvas space
- Vector2 pointOnCanvas = new Vector3(0, 0, 0);
- pointOnCanvas.x = angle.Remap(-mySettings.Angle / 2.0f, mySettings.Angle / 2.0f, -canvasSize.x / 2.0f, canvasSize.x / 2.0f);
- pointOnCanvas.y = localHitPoint.y;
- if (OutputInCanvasSpace)
- o_canvasPos = pointOnCanvas;
- else //convert the result to screen point in camera. This will be later used by raycaster and world camera to determine what we're pointing at
- o_canvasPos = myCanvas.worldCamera.WorldToScreenPoint(myCanvas.transform.localToWorldMatrix.MultiplyPoint3x4(pointOnCanvas));
- if (showDebug)
- {
- Debug.DrawLine(hit.point, hit.point.ModifyY(hit.point.y + 10), Color.green);
- Debug.DrawLine(hit.point, myCanvas.transform.localToWorldMatrix.MultiplyPoint3x4(cyllinderMidPoint), Color.yellow);
- }
- return true;
- }
- o_canvasPos = Vector2.zero;
- return false;
- }
- public virtual bool RaycastToCyllinderVerticalCanvas(Ray ray3D, out Vector2 o_canvasPos, bool OutputInCanvasSpace = false)
- {
- if (showDebug)
- {
- Debug.DrawLine(ray3D.origin, ray3D.GetPoint(1000), Color.red);
- }
- if (Physics.Raycast(ray3D, out hit, float.PositiveInfinity, GetLayerMaskForMyLayer()))
- {
- //find if we hit this canvas
- if (overrideEventData && hit.collider.gameObject != this.gameObject && (colliderContainer == null || hit.collider.transform.parent != colliderContainer.transform))
- {
- o_canvasPos = Vector2.zero;
- return false;
- }
- //direction from the cyllinder center to the hit point
- Vector3 localHitPoint = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(hit.point);
- Vector3 directionFromCyllinderCenter = (localHitPoint - cyllinderMidPoint).normalized;
- //angle between middle of the projected canvas and hit point direction
- float angle = -AngleSigned(directionFromCyllinderCenter.ModifyX(0), mySettings.Angle < 0 ? Vector3.back : Vector3.forward, Vector3.left);
- //convert angle to canvas coordinates
- Vector2 canvasSize = myCanvas.GetComponent<RectTransform>().rect.size;
- //map the intersection point to 2d point in canvas space
- Vector2 pointOnCanvas = new Vector3(0, 0, 0);
- pointOnCanvas.y = angle.Remap(-mySettings.Angle / 2.0f, mySettings.Angle / 2.0f, -canvasSize.y / 2.0f, canvasSize.y / 2.0f);
- pointOnCanvas.x = localHitPoint.x;
- if (OutputInCanvasSpace)
- o_canvasPos = pointOnCanvas;
- else //convert the result to screen point in camera. This will be later used by raycaster and world camera to determine what we're pointing at
- o_canvasPos = myCanvas.worldCamera.WorldToScreenPoint(myCanvas.transform.localToWorldMatrix.MultiplyPoint3x4(pointOnCanvas));
- if (showDebug)
- {
- Debug.DrawLine(hit.point, hit.point.ModifyY(hit.point.y + 10), Color.green);
- Debug.DrawLine(hit.point, myCanvas.transform.localToWorldMatrix.MultiplyPoint3x4(cyllinderMidPoint), Color.yellow);
- }
- return true;
- }
- o_canvasPos = Vector2.zero;
- return false;
- }
- public virtual bool RaycastToRingCanvas(Ray ray3D, out Vector2 o_canvasPos, bool OutputInCanvasSpace = false)
- {
- LayerMask myLayerMask = GetLayerMaskForMyLayer();
- if (Physics.Raycast(ray3D, out hit, float.PositiveInfinity, myLayerMask))
- {
- //find if we hit this canvas
- if (overrideEventData && hit.collider.gameObject != this.gameObject && (colliderContainer == null || hit.collider.transform.parent != colliderContainer.transform))
- {
- o_canvasPos = Vector2.zero;
- return false;
- }
- //local hit point on canvas and a direction from center
- Vector3 localHitPoint = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(hit.point);
- Vector3 directionFromRingCenter = localHitPoint.ModifyZ(0).normalized;
- Vector2 canvasSize = myCanvas.GetComponent<RectTransform>().rect.size;
- //angle between middle of the projected canvas and hit point direction from center
- float angle = -AngleSigned(directionFromRingCenter.ModifyZ(0), Vector3.up, Vector3.back);
- //map the intersection point to 2d point in canvas space
- Vector2 pointOnCanvas = new Vector2(0, 0);
- if (showDebug)
- Debug.Log("angle: " + angle);
- //map x coordinate based on angle between vector up and direction to hitpoint
- if (angle < 0)
- {
- pointOnCanvas.x = angle.Remap(0, -mySettings.Angle, -canvasSize.x / 2.0f, canvasSize.x / 2.0f);
- }
- else {
- pointOnCanvas.x = angle.Remap(360, 360 - mySettings.Angle, -canvasSize.x / 2.0f, canvasSize.x / 2.0f);
- }
- //map y coordinate based on hitpoint distance from the center and external diameter
- pointOnCanvas.y = localHitPoint.magnitude.Remap(mySettings.RingExternalDiameter * 0.5f * (1 - mySettings.RingFill), mySettings.RingExternalDiameter * 0.5f,
- -canvasSize.y * 0.5f * (mySettings.RingFlipVertical ? -1 : 1), canvasSize.y * 0.5f * (mySettings.RingFlipVertical ? -1 : 1));
- if (OutputInCanvasSpace)
- o_canvasPos = pointOnCanvas;
- else //convert the result to screen point in camera. This will be later used by raycaster and world camera to determine what we're pointing at
- o_canvasPos = myCanvas.worldCamera.WorldToScreenPoint(myCanvas.transform.localToWorldMatrix.MultiplyPoint3x4(pointOnCanvas));
- return true;
- }
- o_canvasPos = Vector2.zero;
- return false;
- }
- public virtual bool RaycastToSphereCanvas(Ray ray3D, out Vector2 o_canvasPos, bool OutputInCanvasSpace = false)
- {
- if (Physics.Raycast(ray3D, out hit, float.PositiveInfinity, GetLayerMaskForMyLayer()))
- {
- //find if we hit this canvas
- if (overrideEventData && hit.collider.gameObject != this.gameObject && (colliderContainer == null || hit.collider.transform.parent != colliderContainer.transform))
- {
- o_canvasPos = Vector2.zero;
- return false;
- }
- Vector2 canvasSize = myCanvas.GetComponent<RectTransform>().rect.size;
- float radius = (mySettings.PreserveAspect ? mySettings.GetCyllinderRadiusInCanvasSpace() : canvasSize.x / 2.0f);
- //local hit point on canvas, direction from its center and a vector perpendicular to direction, so we can use it to calculate its angle in both planes.
- Vector3 localHitPoint = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(hit.point);
- Vector3 SphereCenter = new Vector3(0, 0, mySettings.PreserveAspect ? -radius : 0);
- Vector3 directionFromSphereCenter = (localHitPoint - SphereCenter).normalized;
- Vector3 XZPlanePerpendicular = Vector3.Cross(directionFromSphereCenter, directionFromSphereCenter.ModifyY(0)).normalized * (directionFromSphereCenter.y < 0 ? 1 : -1);
- //horizontal and vertical angle between middle of the sphere and the hit point.
- //We do some fancy checks to determine vectors we compare them to,
- //to make sure they are negative on the left and bottom side of the canvas
- float hAngle = -AngleSigned(directionFromSphereCenter.ModifyY(0), (mySettings.Angle > 0 ? Vector3.forward : Vector3.back), (mySettings.Angle > 0 ? Vector3.up : Vector3.down));
- float vAngle = -AngleSigned(directionFromSphereCenter, directionFromSphereCenter.ModifyY(0), XZPlanePerpendicular);
- //find the size of the canvas expressed as measure of the arc it occupies on the sphere
- float hAngularSize = Mathf.Abs(mySettings.Angle) * 0.5f;
- float vAngularSize = Mathf.Abs(mySettings.PreserveAspect ? hAngularSize * canvasSize.y / canvasSize.x : mySettings.VerticalAngle * 0.5f);
- //map the intersection point to 2d point in canvas space
- Vector2 pointOnCanvas = new Vector2(hAngle.Remap(-hAngularSize, hAngularSize, -canvasSize.x * 0.5f, canvasSize.x * 0.5f),
- vAngle.Remap(-vAngularSize, vAngularSize, -canvasSize.y * 0.5f, canvasSize.y * 0.5f));
- if (showDebug)
- {
- Debug.Log("h: " + hAngle + " / v: " + vAngle + " poc: " + pointOnCanvas);
- Debug.DrawRay(myCanvas.transform.localToWorldMatrix.MultiplyPoint3x4(SphereCenter), myCanvas.transform.localToWorldMatrix.MultiplyVector(directionFromSphereCenter) * Mathf.Abs(radius), Color.red);
- Debug.DrawRay(myCanvas.transform.localToWorldMatrix.MultiplyPoint3x4(SphereCenter), myCanvas.transform.localToWorldMatrix.MultiplyVector(XZPlanePerpendicular) * 300, Color.magenta);
- }
- if (OutputInCanvasSpace)
- o_canvasPos = pointOnCanvas;
- else // convert the result to screen point in camera.This will be later used by raycaster and world camera to determine what we're pointing at
- o_canvasPos = myCanvas.worldCamera.WorldToScreenPoint(myCanvas.transform.localToWorldMatrix.MultiplyPoint3x4(pointOnCanvas));
- return true;
- }
- o_canvasPos = Vector2.zero;
- return false;
- }
- #endregion
- #region GRAPHIC RAYCASTING
- [NonSerialized]
- private List<Graphic> m_RaycastResults = new List<Graphic>();
- RaycastResult temp;
- void FlatRaycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
- {
- base.Raycast(eventData, resultAppendList);
- for (int i = 0; i < resultAppendList.Count; i++) {
- if (resultAppendList[i].module == this) {
- temp = resultAppendList[i];
- temp.worldPosition = hit.point;
- temp.worldNormal = hit.normal;
- resultAppendList[i] = temp;
- }
- }
- return;
- if (myCanvas == null) return; //no canvas?
- var canvasGraphics = GraphicRegistry.GetGraphicsForCanvas(myCanvas);
- if (canvasGraphics == null || canvasGraphics.Count == 0) return; // no graphics on canvas?
- //Multiple display handling-----------------------//
- int displayIndex;
- var currentEventCamera = eventCamera; // Property can call Camera.main, so cache the reference instead
- if (myCanvas.renderMode == RenderMode.ScreenSpaceOverlay || currentEventCamera == null)
- displayIndex = myCanvas.targetDisplay;
- else
- displayIndex = currentEventCamera.targetDisplay;
- var eventPosition = Display.RelativeMouseAt(eventData.position);
- if (eventPosition != Vector3.zero)
- {
- // Support for 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 - returned index is 0 so default to the event data.
- //We will process the event assuming it occured in our display.
- eventPosition = eventData.position;
- }
- //Graphic Raycast ------------------------------------//
- //Perform a Graphic Raycast of all objects on the canvas and sort them by their depth.
- m_RaycastResults.Clear();
- FlatRaycastAndSort(myCanvas, currentEventCamera, eventPosition, canvasGraphics, m_RaycastResults);
-
- //create a ray going from camera, through pointer position
- Ray ray = new Ray();
- if (currentEventCamera != null)
- ray = currentEventCamera.ScreenPointToRay(eventPosition);
- float hitDistance = float.MaxValue;
- int totalCount = m_RaycastResults.Count;
- for (var index = 0; index < totalCount; index++)
- {
- var go = m_RaycastResults[index].gameObject;
- //Check to see if the go is behind the camera.
- //http://geomalgorithms.com/a06-_intersect-2.html
- Transform trans = go.transform;
- Vector3 transForward = trans.forward;
- float distance = (Vector3.Dot(transForward, trans.position - ray.origin) / Vector3.Dot(transForward, ray.direction));
- if (distance < 0 || distance >= hitDistance) continue;
- //Add to cast result list
- var castResult = new RaycastResult
- {
- gameObject = go,
- module = this,
- distance = distance,
- screenPosition = eventPosition,
- index = resultAppendList.Count,
- depth = m_RaycastResults[index].depth,
- sortingLayer = myCanvas.sortingLayerID,
- sortingOrder = myCanvas.sortingOrder,
- worldPosition = hit.point,
- worldNormal = hit.normal
- };
- resultAppendList.Add(castResult);
- }
- }
- /// <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 FlatRaycastAndSort(Canvas canvas, Camera eventCamera, Vector2 pointerPosition, IList<Graphic> foundGraphics, List<Graphic> results)
- {
- 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.depth == -1 || !graphic.raycastTarget || graphic.canvasRenderer.cull)
- continue;
- if (!RectTransformUtility.RectangleContainsScreenPoint(graphic.rectTransform, pointerPosition, eventCamera))
- 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();
- }
- #endregion
- #region COLLIDER MANAGEMENT
- /// <summary>
- /// Creates a mesh collider for curved canvas based on current angle and curve segments.
- /// </summary>
- /// <returns>The collider.</returns>
- protected void CreateCollider()
- {
- //remove all colliders on this object
- List<Collider> Cols = new List<Collider>();
- Cols.AddRange(this.GetComponents<Collider>());
- for (int i = 0; i < Cols.Count; i++)
- {
- Destroy(Cols[i]);
- }
- if (!mySettings.BlocksRaycasts) return; //null;
- if (mySettings.Shape == CurvedUISettings.CurvedUIShape.SPHERE && !mySettings.PreserveAspect && mySettings.VerticalAngle == 0) return;// null;
- //create a collider based on mapping type
- switch (mySettings.Shape)
- {
- case CurvedUISettings.CurvedUIShape.CYLINDER:
- {
- //creating a convex (lower performance - many parts) collider for when we have a rigidbody attached
- if (mySettings.ForceUseBoxCollider || GetComponent<Rigidbody>() != null || GetComponentInParent<Rigidbody>() != null)
- {
- if (colliderContainer != null)
- GameObject.Destroy(colliderContainer);
- colliderContainer = CreateConvexCyllinderCollider();
- }
- else // create a faster single mesh collier when possible
- {
- SetupMeshColliderUsingMesh(CreateCyllinderColliderMesh());
- }
- return;
- }
- case CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL:
- {
- //creating a convex (lower performance - many parts) collider for when we have a rigidbody attached
- if (mySettings.ForceUseBoxCollider || GetComponent<Rigidbody>() != null || GetComponentInParent<Rigidbody>() != null)
- {
- if (colliderContainer != null)
- GameObject.Destroy(colliderContainer);
- colliderContainer = CreateConvexCyllinderCollider(true);
- }
- else // create a faster single mesh collier when possible
- {
- SetupMeshColliderUsingMesh(CreateCyllinderColliderMesh(true));
- }
- return;
- }
- case CurvedUISettings.CurvedUIShape.RING:
- {
- BoxCollider col = this.gameObject.AddComponent<BoxCollider>();
- col.size = new Vector3(mySettings.RingExternalDiameter, mySettings.RingExternalDiameter, 1.0f);
- return;
- }
- case CurvedUISettings.CurvedUIShape.SPHERE:
- {
- //rigidbody in parent?
- if (GetComponent<Rigidbody>() != null || GetComponentInParent<Rigidbody>() != null)
- Debug.LogWarning("CurvedUI: Sphere shape canvases as children of rigidbodies do not support user input. Switch to Cyllinder shape or remove the rigidbody from parent.", this.gameObject);
- SetupMeshColliderUsingMesh(CreateSphereColliderMesh());
- return;
- }
- default:
- {
- return;
- }
- }
- }
- /// <summary>
- /// Adds neccessary components and fills them with given mesh data.
- /// </summary>
- /// <param name="meshie"></param>
- void SetupMeshColliderUsingMesh(Mesh meshie)
- {
- MeshFilter mf = this.AddComponentIfMissing<MeshFilter>();
- MeshCollider mc = this.gameObject.AddComponent<MeshCollider>();
- mf.mesh = meshie;
- mc.sharedMesh = meshie;
- }
- GameObject CreateConvexCyllinderCollider(bool vertical = false)
- {
- GameObject go = new GameObject("_CurvedUIColliders");
- go.layer = this.gameObject.layer;
- go.transform.SetParent(this.transform);
- go.transform.ResetTransform();
- Mesh meshie = new Mesh();
- Vector3[] Vertices = new Vector3[4];
- (myCanvas.transform as RectTransform).GetWorldCorners(Vertices);
- meshie.vertices = Vertices;
- //rearrange them to be in an easy to interpolate order and convert to canvas local spce
- if (vertical)
- {
- Vertices[0] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[1]);
- Vertices[1] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[2]);
- Vertices[2] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[0]);
- Vertices[3] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[3]);
- }
- else
- {
- Vertices[0] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[1]);
- Vertices[1] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[0]);
- Vertices[2] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[2]);
- Vertices[3] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[3]);
- }
- meshie.vertices = Vertices;
- //create a new array of vertices, subdivided as needed
- List<Vector3> verts = new List<Vector3>();
- int vertsCount = Mathf.Max(8, Mathf.RoundToInt(mySettings.BaseCircleSegments * Mathf.Abs(mySettings.Angle) / 360.0f));
- for (int i = 0; i < vertsCount; i++)
- {
- verts.Add(Vector3.Lerp(meshie.vertices[0], meshie.vertices[2], (i * 1.0f) / (vertsCount - 1)));
- }
- //curve the verts in canvas local space
- if (mySettings.Angle != 0)
- {
- Rect canvasRect = myCanvas.GetComponent<RectTransform>().rect;
- float radius = mySettings.GetCyllinderRadiusInCanvasSpace();
- for (int i = 0; i < verts.Count; i++)
- {
- Vector3 newpos = verts[i];
- if (vertical)
- {
- float theta = (verts[i].y / canvasRect.size.y) * mySettings.Angle * Mathf.Deg2Rad;
- newpos.y = Mathf.Sin(theta) * radius;
- newpos.z += Mathf.Cos(theta) * radius - radius;
- verts[i] = newpos;
- }
- else
- {
- float theta = (verts[i].x / canvasRect.size.x) * mySettings.Angle * Mathf.Deg2Rad;
- newpos.x = Mathf.Sin(theta) * radius;
- newpos.z += Mathf.Cos(theta) * radius - radius;
- verts[i] = newpos;
- }
- }
- }
- //create our box colliders and arrange them in a nice cyllinder
- float boxDepth = mySettings.GetTesslationSize(false).x / 10;
- for (int i = 0; i < verts.Count - 1; i++)
- {
- GameObject newBox = new GameObject("Box collider");
- newBox.layer = this.gameObject.layer;
- newBox.transform.SetParent(go.transform);
- newBox.transform.ResetTransform();
- newBox.AddComponent<BoxCollider>();
- if (vertical)
- {
- newBox.transform.localPosition = new Vector3(0, (verts[i + 1].y + verts[i].y) * 0.5f, (verts[i + 1].z + verts[i].z) * 0.5f);
- newBox.transform.localScale = new Vector3(boxDepth, Vector3.Distance(Vertices[0], Vertices[1]), Vector3.Distance(verts[i + 1], verts[i]));
- newBox.transform.localRotation = Quaternion.LookRotation((verts[i + 1] - verts[i]), Vertices[0] - Vertices[1]);
- }
- else
- {
- newBox.transform.localPosition = new Vector3((verts[i + 1].x + verts[i].x) * 0.5f, 0, (verts[i + 1].z + verts[i].z) * 0.5f);
- newBox.transform.localScale = new Vector3(boxDepth, Vector3.Distance(Vertices[0], Vertices[1]), Vector3.Distance(verts[i + 1], verts[i]));
- newBox.transform.localRotation = Quaternion.LookRotation((verts[i + 1] - verts[i]), Vertices[0] - Vertices[1]);
- }
- }
- return go;
- }
- Mesh CreateCyllinderColliderMesh(bool vertical = false)
- {
- Mesh meshie = new Mesh();
- Vector3[] Vertices = new Vector3[4];
- (myCanvas.transform as RectTransform).GetWorldCorners(Vertices);
- meshie.vertices = Vertices;
- //rearrange them to be in an easy to interpolate order and convert to canvas local spce
- if (vertical)
- {
- Vertices[0] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[1]);
- Vertices[1] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[2]);
- Vertices[2] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[0]);
- Vertices[3] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[3]);
- }
- else
- {
- Vertices[0] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[1]);
- Vertices[1] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[0]);
- Vertices[2] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[2]);
- Vertices[3] = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(meshie.vertices[3]);
- }
- meshie.vertices = Vertices;
- //create a new array of vertices, subdivided as needed
- List<Vector3> verts = new List<Vector3>();
- int vertsCount = Mathf.Max(8, Mathf.RoundToInt(mySettings.BaseCircleSegments * Mathf.Abs(mySettings.Angle) / 360.0f));
- for (int i = 0; i < vertsCount; i++)
- {
- verts.Add(Vector3.Lerp(meshie.vertices[0], meshie.vertices[2], (i * 1.0f) / (vertsCount - 1)));
- verts.Add(Vector3.Lerp(meshie.vertices[1], meshie.vertices[3], (i * 1.0f) / (vertsCount - 1)));
- }
- //curve the verts in canvas local space
- if (mySettings.Angle != 0)
- {
- Rect canvasRect = myCanvas.GetComponent<RectTransform>().rect;
- float radius = mySettings.GetCyllinderRadiusInCanvasSpace();
- for (int i = 0; i < verts.Count; i++)
- {
- Vector3 newpos = verts[i];
- if (vertical)
- {
- float theta = (verts[i].y / canvasRect.size.y) * mySettings.Angle * Mathf.Deg2Rad;
- newpos.y = Mathf.Sin(theta) * radius;
- newpos.z += Mathf.Cos(theta) * radius - radius;
- verts[i] = newpos;
- }
- else
- {
- float theta = (verts[i].x / canvasRect.size.x) * mySettings.Angle * Mathf.Deg2Rad;
- newpos.x = Mathf.Sin(theta) * radius;
- newpos.z += Mathf.Cos(theta) * radius - radius;
- verts[i] = newpos;
- }
- }
- }
- meshie.vertices = verts.ToArray();
- //create triangles drom verts
- List<int> tris = new List<int>();
- for (int i = 0; i < verts.Count / 2 - 1; i++)
- {
- if (vertical)
- {
- //forward tris
- tris.Add(i * 2 + 0);
- tris.Add(i * 2 + 1);
- tris.Add(i * 2 + 2);
- tris.Add(i * 2 + 1);
- tris.Add(i * 2 + 3);
- tris.Add(i * 2 + 2);
- }
- else {
- //forward tris
- tris.Add(i * 2 + 2);
- tris.Add(i * 2 + 1);
- tris.Add(i * 2 + 0);
- tris.Add(i * 2 + 2);
- tris.Add(i * 2 + 3);
- tris.Add(i * 2 + 1);
- }
- }
- meshie.triangles = tris.ToArray();
- return meshie;
- }
- Mesh CreateSphereColliderMesh()
- {
- Mesh meshie = new Mesh();
- Vector3[] Corners = new Vector3[4];
- (myCanvas.transform as RectTransform).GetWorldCorners(Corners);
- List<Vector3> verts = new List<Vector3>(Corners);
- for (int i = 0; i < verts.Count; i++)
- {
- verts[i] = mySettings.transform.worldToLocalMatrix.MultiplyPoint3x4(verts[i]);
- }
- if (mySettings.Angle != 0)
- {
- // Tesselate quads and apply transformation
- int startingVertexCount = verts.Count;
- for (int i = 0; i < startingVertexCount; i += 4)
- ModifyQuad(verts, i, mySettings.GetTesslationSize(false));
- // Remove old quads
- verts.RemoveRange(0, startingVertexCount);
- //curve verts
- float vangle = mySettings.VerticalAngle;
- float cylinder_angle = mySettings.Angle;
- Vector2 canvasSize = (myCanvas.transform as RectTransform).rect.size;
- float radius = mySettings.GetCyllinderRadiusInCanvasSpace();
- //caluclate vertical angle for aspect - consistent mapping
- if (mySettings.PreserveAspect)
- {
- vangle = mySettings.Angle * (canvasSize.y / canvasSize.x);
- }
- else {//if we're not going for constant aspect, set the width of the sphere to equal width of the original canvas
- radius = canvasSize.x / 2.0f;
- }
- //curve the vertices
- for (int i = 0; i < verts.Count; i++)
- {
- float theta = (verts[i].x / canvasSize.x).Remap(-0.5f, 0.5f, (180 - cylinder_angle) / 2.0f - 90, 180 - (180 - cylinder_angle) / 2.0f - 90);
- theta *= Mathf.Deg2Rad;
- float gamma = (verts[i].y / canvasSize.y).Remap(-0.5f, 0.5f, (180 - vangle) / 2.0f, 180 - (180 - vangle) / 2.0f);
- gamma *= Mathf.Deg2Rad;
- verts[i] = new Vector3(Mathf.Sin(gamma) * Mathf.Sin(theta) * radius,
- -radius * Mathf.Cos(gamma),
- Mathf.Sin(gamma) * Mathf.Cos(theta) * radius + (mySettings.PreserveAspect ? -radius : 0));
- }
- }
- meshie.vertices = verts.ToArray();
- //create triangles from verts
- List<int> tris = new List<int>();
- for (int i = 0; i < verts.Count; i += 4)
- {
- tris.Add(i + 0);
- tris.Add(i + 1);
- tris.Add(i + 2);
- tris.Add(i + 3);
- tris.Add(i + 0);
- tris.Add(i + 2);
- }
- meshie.triangles = tris.ToArray();
- return meshie;
- }
- #endregion
- #region SUPPORT FUNCTIONS
- bool IsInLayerMask(int layer, LayerMask layermask)
- {
- return layermask == (layermask | (1 << layer));
- }
- LayerMask GetLayerMaskForMyLayer() {
- int myLayerMask = -1;
- if (mySettings.RaycastMyLayerOnly)
- myLayerMask = 1 << this.gameObject.layer;
- return myLayerMask;
- }
- Image GazeProgressImage {
- get { return CurvedUIInputModule.Instance.GazeTimedClickProgressImage; }
- }
- /// <summary>
- /// Determine the signed angle between two vectors, with normal 'n'
- /// as the rotation axis.
- /// </summary>
- float AngleSigned(Vector3 v1, Vector3 v2, Vector3 n)
- {
- return Mathf.Atan2(
- Vector3.Dot(n, Vector3.Cross(v1, v2)),
- Vector3.Dot(v1, v2)) * Mathf.Rad2Deg;
- }
- private bool ShouldStartDrag(Vector2 pressPos, Vector2 currentPos, float threshold, bool useDragThreshold)
- {
- if (!useDragThreshold)
- return true;
- return (pressPos - currentPos).sqrMagnitude >= threshold * threshold;
- }
- protected virtual void ProcessMove(PointerEventData pointerEvent)
- {
- var targetGO = pointerEvent.pointerCurrentRaycast.gameObject;
- HandlePointerExitAndEnter(pointerEvent, targetGO);
- }
-
- protected void UpdateSelectedObjects(PointerEventData eventData)
- {
- //deselect last object if we moved beyond it
- bool selectedStillUnderGaze = false;
- foreach (GameObject go in eventData.hovered)
- {
- if (go == eventData.selectedObject)
- {
- selectedStillUnderGaze = true;
- break;
- }
- }
- if (!selectedStillUnderGaze) eventData.selectedObject = null;
- //find new object to select in hovered objects
- foreach (GameObject go in eventData.hovered)
- {
- if (go == null) continue;
- //go through only go that can be selected and are drawn by the canvas
- gph = go.GetComponent<Graphic>();
- #if UNITY_5_1
- if (go.GetComponent<Selectable>() != null && gph != null && gph.depth != -1)
- #else
- if (go.GetComponent<Selectable>() != null && gph != null && gph.depth != -1 && gph.raycastTarget)
- #endif
- {
- if (eventData.selectedObject != go)
- eventData.selectedObject = go;
- break;
- }
- }
- if (mySettings.ControlMethod == CurvedUIInputModule.CUIControlMethod.GAZE)
- {
- //Test for selected object being dragged and initialize dragging, if needed.
- //We do this here to trick unity's StandAloneInputModule into thinking we used a touch or mouse to do it.
- if (eventData.IsPointerMoving() && eventData.pointerDrag != null
- && !eventData.dragging
- && ShouldStartDrag(eventData.pressPosition, eventData.position, EventSystem.current.pixelDragThreshold, eventData.useDragThreshold))
- {
- ExecuteEvents.Execute(eventData.pointerDrag, eventData, ExecuteEvents.beginDragHandler);
- eventData.dragging = true;
- }
- }
- }
- // walk up the tree till a common root between the last entered and the current entered is foung
- // send exit events up to (but not inluding) the common root. Then send enter events up to
- // (but not including the common root).
- protected void HandlePointerExitAndEnter(PointerEventData currentPointerData, GameObject newEnterTarget)
- {
- // if we have no target / pointerEnter has been deleted
- // just send exit events to anything we are tracking
- // then exit
- if (newEnterTarget == null || currentPointerData.pointerEnter == null)
- {
- for (var i = 0; i < currentPointerData.hovered.Count; ++i)
- ExecuteEvents.Execute(currentPointerData.hovered[i], currentPointerData, ExecuteEvents.pointerExitHandler);
- currentPointerData.hovered.Clear();
- if (newEnterTarget == null)
- {
- currentPointerData.pointerEnter = newEnterTarget;
- return;
- }
- }
- // if we have not changed hover target
- if (currentPointerData.pointerEnter == newEnterTarget && newEnterTarget)
- return;
- GameObject commonRoot = FindCommonRoot(currentPointerData.pointerEnter, newEnterTarget);
- // and we already an entered object from last time
- if (currentPointerData.pointerEnter != null)
- {
- // send exit handler call to all elements in the chain
- // until we reach the new target, or null!
- Transform t = currentPointerData.pointerEnter.transform;
- while (t != null)
- {
- // if we reach the common root break out!
- if (commonRoot != null && commonRoot.transform == t)
- break;
- ExecuteEvents.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerExitHandler);
- currentPointerData.hovered.Remove(t.gameObject);
- t = t.parent;
- }
- }
- // now issue the enter call up to but not including the common root
- currentPointerData.pointerEnter = newEnterTarget;
- if (newEnterTarget != null)
- {
- Transform t = newEnterTarget.transform;
- while (t != null && t.gameObject != commonRoot)
- {
- ExecuteEvents.Execute(t.gameObject, currentPointerData, ExecuteEvents.pointerEnterHandler);
- currentPointerData.hovered.Add(t.gameObject);
- t = t.parent;
- }
- }
- }
- protected static GameObject FindCommonRoot(GameObject g1, GameObject g2)
- {
- if (g1 == null || g2 == null)
- return null;
- var t1 = g1.transform;
- while (t1 != null)
- {
- var t2 = g2.transform;
- while (t2 != null)
- {
- if (t1 == t2)
- return t1.gameObject;
- t2 = t2.parent;
- }
- t1 = t1.parent;
- }
- return null;
- }
- /// <summary>
- /// REturns a screen point under which a ray intersects the curved canvas in its event camera view
- /// </summary>
- /// <returns><c>true</c>, if screen space point by ray was gotten, <c>false</c> otherwise.</returns>
- /// <param name="ray">Ray.</param>
- /// <param name="o_positionOnCanvas">O position on canvas.</param>
- bool GetScreenSpacePointByRay(Ray ray, out Vector2 o_positionOnCanvas)
- {
- switch (mySettings.Shape)
- {
- case CurvedUISettings.CurvedUIShape.CYLINDER:
- {
- return RaycastToCyllinderCanvas(ray, out o_positionOnCanvas, false);
- }
- case CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL:
- {
- return RaycastToCyllinderVerticalCanvas(ray, out o_positionOnCanvas, false);
- }
- case CurvedUISettings.CurvedUIShape.RING:
- {
- return RaycastToRingCanvas(ray, out o_positionOnCanvas, false);
- }
- case CurvedUISettings.CurvedUIShape.SPHERE:
- {
- return RaycastToSphereCanvas(ray, out o_positionOnCanvas, false);
- }
- default:
- {
- o_positionOnCanvas = Vector2.zero;
- return false;
- }
- }
- }
- bool CheckEventCamera()
- {
- //check if we have a world camera to process events by
- if (myCanvas.worldCamera == null)
- {
- //try assigning from InputModule
- if (CurvedUIInputModule.Instance && CurvedUIInputModule.Instance.EventCamera)
- myCanvas.worldCamera = CurvedUIInputModule.Instance.EventCamera;
- else if (Camera.main) //asign Main Camera
- myCanvas.worldCamera = Camera.main;
- }
- return myCanvas.worldCamera != null;
- }
- #endregion
- #region PUBLIC
- /// <summary>
- /// Returns true if user's pointer is currently pointing inside this canvas.
- /// </summary>
- public bool PointingAtCanvas {
- get { return pointingAtCanvas; }
- }
- public void RebuildCollider()
- {
- cyllinderMidPoint = new Vector3(0, 0, -mySettings.GetCyllinderRadiusInCanvasSpace());
- CreateCollider();
- }
- /// <summary>
- /// Returns all objects currently under the pointer
- /// </summary>
- /// <returns>The objects under pointer.</returns>
- public List<GameObject> GetObjectsUnderPointer()
- {
- if (objectsUnderPointer == null) objectsUnderPointer = new List<GameObject>();
- return objectsUnderPointer;
- }
- /// <summary>
- /// Returns all the canvas objects that are visible under given Screen Position of EventCamera
- /// </summary>
- public List<GameObject> GetObjectsUnderScreenPos(Vector2 screenPos, Camera eventCamera = null)
- {
- if (eventCamera == null)
- eventCamera = myCanvas.worldCamera;
- return GetObjectsHitByRay(eventCamera.ScreenPointToRay(screenPos));
- }
- /// <summary>
- /// Returns all the canvas objects that are intersected by given ray
- /// </summary>
- /// <returns>The objects hit by ray.</returns>
- /// <param name="ray">Ray.</param>
- public List<GameObject> GetObjectsHitByRay(Ray ray)
- {
- List<GameObject> results = new List<GameObject>();
- Vector2 pointerPosition;
- //ray outside the canvas, return null
- if (!GetScreenSpacePointByRay(ray, out pointerPosition))
- return results;
- //lets find the graphics under ray!
- List<Graphic> s_SortedGraphics = new List<Graphic>();
- var foundGraphics = GraphicRegistry.GetGraphicsForCanvas(myCanvas);
- for (int i = 0; i < foundGraphics.Count; ++i)
- {
- Graphic graphic = foundGraphics[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, pointerPosition, eventCamera))
- continue;
- if (graphic.Raycast(pointerPosition, eventCamera))
- s_SortedGraphics.Add(graphic);
- }
- s_SortedGraphics.Sort((g1, g2) => g2.depth.CompareTo(g1.depth));
- for (int i = 0; i < s_SortedGraphics.Count; ++i)
- results.Add(s_SortedGraphics[i].gameObject);
- s_SortedGraphics.Clear();
- return results;
- }
- /// <summary>
- /// Sends OnClick event to every Button under pointer.
- /// </summary>
- public void Click()
- {
- for (int i = 0; i < GetObjectsUnderPointer().Count; i++)
- {
- if (GetObjectsUnderPointer()[i].GetComponent<Slider>())//slider requires a diffrent way to click.
- {
- //Click calculated via RectTransformUtility - that's the way Slider class does it under the hood.
- Slider m_slider = GetObjectsUnderPointer()[i].GetComponent<Slider>();
- Vector2 clickPoint;
- RectTransformUtility.ScreenPointToLocalPointInRectangle((m_slider.handleRect.parent as RectTransform), lastFrameEventData.position, myCanvas.worldCamera, out clickPoint);
- clickPoint -= m_slider.handleRect.parent.GetComponent<RectTransform>().rect.position;
- if (m_slider.direction == Slider.Direction.LeftToRight || m_slider.direction == Slider.Direction.RightToLeft)
- m_slider.normalizedValue = clickPoint.x / (m_slider.handleRect.parent as RectTransform).rect.width;
- else
- m_slider.normalizedValue = clickPoint.y / (m_slider.handleRect.parent as RectTransform).rect.height;
- //prompt update from fill Graphic to avoid flicker
- GetObjectsUnderPointer()[i].GetComponent<Slider>().fillRect.GetComponent<Graphic>().SetAllDirty();
- //log
- //Debug.Log("x: " + clickPoint.x + ", width:" + (m_slider.transform as RectTransform).rect.width + ", value:" + clickPoint.x / (m_slider.transform as RectTransform).rect.width);
- }
- else
- {
- ExecuteEvents.Execute(GetObjectsUnderPointer()[i], lastFrameEventData, ExecuteEvents.pointerDownHandler);
- ExecuteEvents.Execute(GetObjectsUnderPointer()[i], lastFrameEventData, ExecuteEvents.pointerClickHandler);
- ExecuteEvents.Execute(GetObjectsUnderPointer()[i], lastFrameEventData, ExecuteEvents.pointerUpHandler);
- }
- }
- }
- #endregion
- #region TESSELATION
- void ModifyQuad(List<Vector3> verts, int vertexIndex, Vector2 requiredSize)
- {
- // Read the existing quad vertices
- List<Vector3> quad = new List<Vector3>();
- for (int i = 0; i < 4; i++)
- quad.Add(verts[vertexIndex + i]);
- // horizotal and vertical directions of a quad. We're going to tesselate parallel to these.
- Vector3 horizontalDir = quad[2] - quad[1];
- Vector3 verticalDir = quad[1] - quad[0];
- // Find how many quads we need to create
- int horizontalQuads = Mathf.CeilToInt(horizontalDir.magnitude * (1.0f / Mathf.Max(1.0f, requiredSize.x)));
- int verticalQuads = Mathf.CeilToInt(verticalDir.magnitude * (1.0f / Mathf.Max(1.0f, requiredSize.y)));
- // Create the quads!
- float yStart = 0.0f;
- for (int y = 0; y < verticalQuads; ++y)
- {
- float yEnd = (y + 1.0f) / verticalQuads;
- float xStart = 0.0f;
- for (int x = 0; x < horizontalQuads; ++x)
- {
- float xEnd = (x + 1.0f) / horizontalQuads;
- //Add new quads to list
- verts.Add(TesselateQuad(quad, xStart, yStart));
- verts.Add(TesselateQuad(quad, xStart, yEnd));
- verts.Add(TesselateQuad(quad, xEnd, yEnd));
- verts.Add(TesselateQuad(quad, xEnd, yStart));
- //begin the next quad where we ened this one
- xStart = xEnd;
- }
- //begin the next row where we ended this one
- yStart = yEnd;
- }
- }
- Vector3 TesselateQuad(List<Vector3> quad, float x, float y)
- {
- Vector3 ret = Vector3.zero;
- //1. calculate weighting factors
- List<float> weights = new List<float>(){
- (1-x) * (1-y),
- (1-x) * y,
- x * y,
- x * (1-y),
- };
- //2. interpolate pos using weighting factors
- for (int i = 0; i < 4; i++)
- ret += quad[i] * weights[i];
- return ret;
- }
- #endregion
- }
- }
|