/// <summary> /// Get state for pointer which is a pointer moving in world space across the surface of a world space canvas. /// </summary> /// <returns></returns> protected MouseState GetCanvasPointerData() { // Get the OSVRRayPointerEventData reference PointerEventData leftData; GetPointerData(kMouseLeftId, out leftData, true); leftData.Reset(); // Setup default values here. Set position to zero because we don't actually know the pointer // positions. Each canvas knows the position of its canvas pointer. leftData.position = Vector2.zero; leftData.scrollDelta = Input.mouseScrollDelta; leftData.button = PointerEventData.InputButton.Left; if (activeGraphicRaycaster) { // Let the active raycaster find intersections on its canvas activeGraphicRaycaster.RaycastPointer(leftData, m_RaycastResultCache); var raycast = FindFirstRaycast(m_RaycastResultCache); leftData.pointerCurrentRaycast = raycast; m_RaycastResultCache.Clear(); OSVRRaycaster osvrRaycaster = raycast.module as OSVRRaycaster; if (osvrRaycaster) // raycast may not actually contain a result { // The Unity UI system expects event data to have a screen position // so even though this raycast came from a world space ray we must get a screen // space position for the camera attached to this raycaster for compatability Vector2 position = osvrRaycaster.GetScreenPosition(raycast); leftData.delta = position - leftData.position; leftData.position = position; } } // copy the apropriate data into right and middle slots PointerEventData rightData; GetPointerData(kMouseRightId, out rightData, true); CopyFromTo(leftData, rightData); rightData.button = PointerEventData.InputButton.Right; PointerEventData middleData; GetPointerData(kMouseMiddleId, out middleData, true); CopyFromTo(leftData, middleData); middleData.button = PointerEventData.InputButton.Middle; m_MouseState.SetButtonState(PointerEventData.InputButton.Left, StateForMouseButton(0), leftData); m_MouseState.SetButtonState(PointerEventData.InputButton.Right, StateForMouseButton(1), rightData); m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, StateForMouseButton(2), middleData); return(m_MouseState); }
// Overridden so that we can process the two types of pointer separately // The following 2 functions are equivalent to PointerInputModule.GetMousePointerEventData but are customized to // get data for ray pointers and canvas mouse pointers. /// <summary> /// State for a pointer controlled by a world space ray. E.g. gaze pointer /// </summary> /// <returns></returns> protected MouseState GetGazePointerData() { // Get the OSVRRayPointerEventData reference OSVRRayPointerEventData leftData; GetPointerData(kMouseLeftId, out leftData, true); leftData.Reset(); //Now set the world space ray. This ray is what the user uses to point at UI elements leftData.worldSpaceRay = new Ray(rayTransform.position, rayTransform.forward); leftData.scrollDelta = GetExtraScrollDelta(); //Populate some default values leftData.button = PointerEventData.InputButton.Left; leftData.useDragThreshold = true; // Perform raycast to find intersections with world eventSystem.RaycastAll(leftData, m_RaycastResultCache); var raycast = FindFirstRaycast(m_RaycastResultCache); leftData.pointerCurrentRaycast = raycast; m_RaycastResultCache.Clear(); OSVRRaycaster osvrRaycaster = raycast.module as OSVRRaycaster; // We're only interested in intersections from OSVRRaycasters if (osvrRaycaster) { // The Unity UI system expects event data to have a screen position // so even though this raycast came from a world space ray we must get a screen // space position for the camera attached to this raycaster for compatability leftData.position = osvrRaycaster.GetScreenPosition(raycast); // Find the world position and normal the Graphic the ray intersected RectTransform graphicRect = raycast.gameObject.GetComponent <RectTransform>(); if (graphicRect != null) { // Set are gaze indicator with this world position and normal Vector3 worldPos = raycast.worldPosition; Vector3 normal = GetRectTransformNormal(graphicRect); OSVRGazePointer.instance.SetPosition(worldPos, normal); // Make sure it's being shown OSVRGazePointer.instance.RequestShow(); } } OSVRPhysicsRaycaster physicsRaycaster = raycast.module as OSVRPhysicsRaycaster; if (physicsRaycaster) { leftData.position = physicsRaycaster.GetScreenPos(raycast.worldPosition); OSVRGazePointer.instance.RequestShow(); OSVRGazePointer.instance.SetPosition(raycast.worldPosition, raycast.worldNormal); } // Stick default data values in right and middle slots for compatability // copy the apropriate data into right and middle slots OSVRRayPointerEventData rightData; GetPointerData(kMouseRightId, out rightData, true); CopyFromTo(leftData, rightData); rightData.button = PointerEventData.InputButton.Right; OSVRRayPointerEventData middleData; GetPointerData(kMouseMiddleId, out middleData, true); CopyFromTo(leftData, middleData); middleData.button = PointerEventData.InputButton.Middle; m_MouseState.SetButtonState(PointerEventData.InputButton.Left, GetGazeButtonState(), leftData); m_MouseState.SetButtonState(PointerEventData.InputButton.Right, PointerEventData.FramePressState.NotChanged, rightData); m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, PointerEventData.FramePressState.NotChanged, middleData); return(m_MouseState); }