/// <summary> /// Perform the raycast against the list of graphics associated with the Canvas. /// </summary> /// <param name="eventData">Current event data</param> /// <param name="resultAppendList">List of hit objects to append new results to.</param> public override void Raycast(PointerEventData eventData, List <RaycastResult> resultAppendList) { if (canvas == null) { return; } var canvasGraphics = GraphicRegistry.GetRaycastableGraphicsForCanvas(canvas); if (canvasGraphics == null || canvasGraphics.Count == 0) { return; } int displayIndex; var currentEventCamera = eventCamera; // Property can call Camera.main, so cache the reference if (canvas.renderMode == RenderMode.ScreenSpaceOverlay || currentEventCamera == null) { displayIndex = canvas.targetDisplay; } else { displayIndex = currentEventCamera.targetDisplay; } var eventPosition = Display.RelativeMouseAt(eventData.position); if (eventPosition != Vector3.zero) { // We support 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, when it is not supported the returned position // will be all zeros so when the returned index is 0 we will default to the event data to be safe. eventPosition = eventData.position; #if UNITY_EDITOR if (Display.activeEditorGameViewTarget != displayIndex) { return; } eventPosition.z = Display.activeEditorGameViewTarget; #endif // We dont really know in which display the event occured. We will process the event assuming it occured in our display. } // Convert to view space Vector2 pos; if (currentEventCamera == null) { // Multiple display support only when not the main display. For display 0 the reported // resolution is always the desktops resolution since its part of the display API, // so we use the standard none multiple display method. (case 741751) float w = Screen.width; float h = Screen.height; if (displayIndex > 0 && displayIndex < Display.displays.Length) { w = Display.displays[displayIndex].systemWidth; h = Display.displays[displayIndex].systemHeight; } pos = new Vector2(eventPosition.x / w, eventPosition.y / h); } else { pos = currentEventCamera.ScreenToViewportPoint(eventPosition); } // If it's outside the camera's viewport, do nothing if (pos.x < 0f || pos.x > 1f || pos.y < 0f || pos.y > 1f) { return; } float hitDistance = float.MaxValue; Ray ray = new Ray(); if (currentEventCamera != null) { ray = currentEventCamera.ScreenPointToRay(eventPosition); } if (canvas.renderMode != RenderMode.ScreenSpaceOverlay && blockingObjects != BlockingObjects.None) { float distanceToClipPlane = 100.0f; if (currentEventCamera != null) { float projectionDirection = ray.direction.z; distanceToClipPlane = Mathf.Approximately(0.0f, projectionDirection) ? Mathf.Infinity : Mathf.Abs((currentEventCamera.farClipPlane - currentEventCamera.nearClipPlane) / projectionDirection); } #if PACKAGE_PHYSICS if (blockingObjects == BlockingObjects.ThreeD || blockingObjects == BlockingObjects.All) { if (ReflectionMethodsCache.Singleton.raycast3D != null) { var hits = ReflectionMethodsCache.Singleton.raycast3DAll(ray, distanceToClipPlane, (int)m_BlockingMask); if (hits.Length > 0) { hitDistance = hits[0].distance; } } } #endif #if PACKAGE_PHYSICS2D if (blockingObjects == BlockingObjects.TwoD || blockingObjects == BlockingObjects.All) { if (ReflectionMethodsCache.Singleton.raycast2D != null) { var hits = ReflectionMethodsCache.Singleton.getRayIntersectionAll(ray, distanceToClipPlane, (int)m_BlockingMask); if (hits.Length > 0) { hitDistance = hits[0].distance; } } } #endif } m_RaycastResults.Clear(); Raycast(canvas, currentEventCamera, eventPosition, canvasGraphics, m_RaycastResults); int totalCount = m_RaycastResults.Count; for (var index = 0; index < totalCount; index++) { var go = m_RaycastResults[index].gameObject; bool appendGraphic = true; if (ignoreReversedGraphics) { if (currentEventCamera == null) { // If we dont have a camera we know that we should always be facing forward var dir = go.transform.rotation * Vector3.forward; appendGraphic = Vector3.Dot(Vector3.forward, dir) > 0; } else { // If we have a camera compare the direction against the cameras forward. var cameraForward = currentEventCamera.transform.rotation * Vector3.forward * currentEventCamera.nearClipPlane; appendGraphic = Vector3.Dot(go.transform.position - currentEventCamera.transform.position - cameraForward, go.transform.forward) >= 0; } } if (appendGraphic) { float distance = 0; Transform trans = go.transform; Vector3 transForward = trans.forward; if (currentEventCamera == null || canvas.renderMode == RenderMode.ScreenSpaceOverlay) { distance = 0; } else { // http://geomalgorithms.com/a06-_intersect-2.html distance = (Vector3.Dot(transForward, trans.position - ray.origin) / Vector3.Dot(transForward, ray.direction)); // Check to see if the go is behind the camera. if (distance < 0) { continue; } } if (distance >= hitDistance) { continue; } var castResult = new RaycastResult { gameObject = go, module = this, distance = distance, screenPosition = eventPosition, displayIndex = displayIndex, index = resultAppendList.Count, depth = m_RaycastResults[index].depth, sortingLayer = canvas.sortingLayerID, sortingOrder = canvas.sortingOrder, worldPosition = ray.origin + ray.direction * distance, worldNormal = -transForward }; resultAppendList.Add(castResult); } } }