Esempio n. 1
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        /// <summary>
        /// New version of ShouldStartDrag implemented first in PointerInputModule. This version differs in that
        /// for ray based pointers it makes a decision about whether a drag should start based on the angular change
        /// the pointer has made so far, as seen from the camera. This also works when the world space ray is
        /// translated rather than rotated, since the beginning and end of the movement are considered as angle from
        /// the same point.
        /// </summary>
        private bool ShouldStartDrag(PointerEventData pointerEvent)
        {
            if (!pointerEvent.useDragThreshold)
            {
                return(true);
            }

            if (!pointerEvent.IsSyncVRPointer())
            {
                // Same as original behaviour for canvas based pointers
                return((pointerEvent.pressPosition - pointerEvent.position).sqrMagnitude >= eventSystem.pixelDragThreshold * eventSystem.pixelDragThreshold);
            }
            else
            {
#if UNITY_ANDROID && !UNITY_EDITOR  // On android allow swiping to start drag
                if (useSwipeScroll && ((Vector3)pointerEvent.SyncVRGetSwipeStart() - Input.mousePosition).magnitude > swipeDragThreshold)
                {
                    return(true);
                }
#endif
                // When it's not a screen space pointer we have to look at the angle it moved rather than the pixels distance
                // For gaze based pointing screen-space distance moved will always be near 0
                Vector3 cameraPos  = pointerEvent.pressEventCamera.transform.position;
                Vector3 pressDir   = (pointerEvent.pointerPressRaycast.worldPosition - cameraPos).normalized;
                Vector3 currentDir = (pointerEvent.pointerCurrentRaycast.worldPosition - cameraPos).normalized;
                return(Vector3.Dot(pressDir, currentDir) < Mathf.Cos(Mathf.Deg2Rad * (angleDragThreshold)));
            }
        }
Esempio n. 2
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 /// <summary>
 /// The purpose of this function is to allow us to switch between using the standard IsPointerMoving
 /// method for mouse driven pointers, but to always return true when it's a ray based pointer.
 /// All real-world ray-based input devices are always moving so for simplicity we just return true
 /// for them.
 ///
 /// If PointerEventData.IsPointerMoving was virtual we could just override that in
 /// OVRRayPointerEventData.
 /// </summary>
 /// <param name="pointerEvent"></param>
 /// <returns></returns>
 static bool IsPointerMoving(PointerEventData pointerEvent)
 {
     if (pointerEvent.IsSyncVRPointer())
     {
         return(true);
     }
     else
     {
         return(pointerEvent.IsPointerMoving());
     }
 }
Esempio n. 3
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        /// <summary>
        /// Exactly the same as the code from PointerInputModule, except that we call our own
        /// IsPointerMoving.
        ///
        /// This would also not be necessary if PointerEventData.IsPointerMoving was virtual
        /// </summary>
        /// <param name="pointerEvent"></param>
        protected override void ProcessDrag(PointerEventData pointerEvent)
        {
            Vector2 originalPosition = pointerEvent.position;
            bool    moving           = IsPointerMoving(pointerEvent);

            if (moving && pointerEvent.pointerDrag != null &&
                !pointerEvent.dragging &&
                ShouldStartDrag(pointerEvent))
            {
                if (pointerEvent.IsSyncVRPointer())
                {
                    //adjust the position used based on swiping action. Allowing the user to
                    //drag items by swiping on the GearVR touchpad
                    pointerEvent.position = SwipeAdjustedPosition(originalPosition, pointerEvent);
                }
                ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.beginDragHandler);
                pointerEvent.dragging = true;
            }

            // Drag notification
            if (pointerEvent.dragging && moving && pointerEvent.pointerDrag != null)
            {
                if (pointerEvent.IsSyncVRPointer())
                {
                    pointerEvent.position = SwipeAdjustedPosition(originalPosition, pointerEvent);
                }
                // Before doing drag we should cancel any pointer down state
                // And clear selection!
                if (pointerEvent.pointerPress != pointerEvent.pointerDrag)
                {
                    ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);

                    pointerEvent.eligibleForClick = false;
                    pointerEvent.pointerPress     = null;
                    pointerEvent.rawPointerPress  = null;
                }
                ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.dragHandler);
            }
        }
Esempio n. 4
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        /// <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.IsSyncVRPointer())
            {
                return;
            }

            var ray = eventData.SyncVRGetRay();

            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);
                }
            }
        }