Raycasting (Cocos Creator)
最終更新: 2023年3月14日
概述
Raycasting是用于判定用户指定的Cubism网格是否与任意座标相交的功能。
可以获得单击/点击座标、场景中任意物体与指定网格之间的重叠检测。
参考此处了解如何使用Raycasting。
Cubism SDK for Cocos Creator中的Raycasting包括两个主要元素。
- 用于指定要判断的图形网格的组件
- 进行指定输入座标的图形网格重叠检测的组件。
1. 用于指定要判断的图形网格的组件
使用CubismRaycastable指定用于重叠检测的网格。
CubismRaycastable通过附加到置入[Prefab根]/Drawables/下的Node来使用。
与附加的Node具有相同ID的图形网格将用于重叠检测。
CubismRaycastable具有设置该网格的重叠检测精度的参数。
@ccclass('CubismRaycastable')
export default class CubismRaycastable extends Component {
/** The precision. */
@property({
type: Enum(CubismRaycastablePrecision),
serializable: true,
visible: true,
readonly: false,
})
public precision: CubismRaycastablePrecision = CubismRaycastablePrecision.boundingBox;
}
CubismRaycastable.Precision有两个可设置的值,每个值如下。
- BoundingBox
包围网格并具有水平或垂直边的矩形用作重叠检测。
根据网格的形状,即使在网格外的座标处也会执行重叠检测,但它比Triangles具有更好的性能。 - Triangles
网格的形状被用作重叠检测的范围。
虽然性能不如BoundingBox,但可以在准确的范围内做出判断。
enum CubismRaycastablePrecision {
/** Cast against bounding box. */
boundingBox,
/** Cast against triangles. */
triangles,
}
2. 进行指定输入座标的图形网格重叠检测的组件。
使用CubismRaycaster获得实际的重叠检测。
使用CubismRaycaster时,将其附加到Cubism的Prefab根部。
当CubismRaycaster原始化时,获取对附加到Prefab的所有CubismRaycastables的参考。
在执行过程中追加/删除重叠检测的网格时,会调用CubismRaycaster.refresh()再次获取参考。
/** Refreshes the controller. Call this method after adding and/or removing {@link CubismRaycastable}. */
private refresh(): void {
const candidates = ComponentExtensionMethods.findCubismModel(this)?.drawables ?? null;
if (candidates == null) {
console.error('CubismRaycaster.refresh(): candidates is null.');
return;
}
// Find raycastable drawables.
const raycastables = new Array<CubismRenderer>();
const raycastablePrecisions = new Array<CubismRaycastablePrecision>();
for (var i = 0; i < candidates.length; i++) {
// Skip non-raycastables.
if (candidates[i].getComponent(CubismRaycastable) == null) {
continue;
}
const renderer = candidates[i].getComponent(CubismRenderer);
console.assert(renderer);
raycastables.push(renderer!);
const raycastable = candidates[i].getComponent(CubismRaycastable);
console.assert(raycastable);
console.assert(raycastable!.precision);
raycastablePrecisions.push(raycastable!.precision!);
}
// Cache raycastables.
this.raycastables = raycastables;
this.raycastablePrecisions = raycastablePrecisions;
}
/** Called by Cocos Creator. Makes sure cache is initialized. */
protected start(): void {
// Initialize cache.
this.refresh();
}
使用CubismRaycaster.raycast1()或CubismRaycaster.raycast2()从座标中获取重叠检测。
public raycast1(
origin: Vector3,
direction: Vector3,
result: CubismRaycastHit[],
maximumDistance: number = Number.POSITIVE_INFINITY
): number {
return this.raycast2(
geometry.Ray.create(origin.x, origin.y, origin.z, direction.x, direction.y, direction.z),
result,
maximumDistance
);
}
/**
* Casts a ray.
* @param ray
* @param result The result of the cast.
* @param maximumDistance [Optional] The maximum distance of the ray.
* @returns
* true in case of a hit; false otherwise.
*
* The numbers of drawables had hit
*/
public raycast2(
ray: geometry.Ray,
result: CubismRaycastHit[],
maximumDistance: number = Number.POSITIVE_INFINITY
): number {
// Cast ray against model plane.
const origin = Vector3.from(ray.o);
const direction = Vector3.from(ray.d);
const intersectionInWorldSpace = origin.add(
direction.multiplySingle(direction.z / origin.z)
);
let intersectionInLocalSpace = Vector3.from(
this.node.inverseTransformPoint(new math.Vec3(), intersectionInWorldSpace.toBuiltinType())
);
intersectionInLocalSpace = intersectionInLocalSpace.copyWith({ z: 0 });
const distance = intersectionInWorldSpace.magnitude();
// Return non-hits.
if (distance > maximumDistance) {
return 0;
}
// Cast against each raycastable.
let hitCount = 0;
console.assert(this.raycastables);
const raycastables = this.raycastables!;
console.assert(this.raycastablePrecisions);
const raycastablePrecisions = this.raycastablePrecisions!;
for (let i = 0; i < raycastables.length; i++) {
const raycastable = raycastables[i];
const raycastablePrecision = raycastablePrecisions[i];
// Skip inactive raycastables.
console.assert(raycastable.meshRenderer);
if (!raycastable.meshRenderer!.enabled) {
continue;
}
const bounds = raycastable.mesh.calculateBounds();
// Skip non hits (bounding box)
if (!bounds.contains(intersectionInLocalSpace)) {
continue;
}
// Do detailed hit-detection against mesh if requested.
if (raycastablePrecision == CubismRaycastablePrecision.triangles) {
if (!this.containsInTriangles(raycastable.mesh, intersectionInLocalSpace)) {
continue;
}
}
result[hitCount] = new CubismRaycastHit({
drawable: raycastable.getComponent(CubismDrawable),
distance: distance,
localPosition: intersectionInLocalSpace,
worldPosition: intersectionInWorldSpace,
});
++hitCount;
// Exit if result buffer is full.
if (hitCount == result.length) {
break;
}
}
return hitCount;
}
CubismRaycaster.raycast()在返回值中返回获得重叠检测的网格数。
此外,对于传递给参数的CubismRaycastHit[]类型的副本,设置获得重叠检测的网格信息。
result[hitCount] = new CubismRaycastHit({
drawable: raycastable.getComponent(CubismDrawable),
distance: distance,
localPosition: intersectionInLocalSpace,
worldPosition: intersectionInWorldSpace,
});
++hitCount;
当多个网格在同一座标上重叠时,CubismRaycaster.raycast()会获得CubismRaycastHit[]类型副本的元素数量。
如果超过元素数量的网格重叠,将不会获得超出部分网格的结果。
CubismRaycastHit是包含已获得重叠检测的网格信息的类。
/** The hit {@link CubismDrawable} */
public readonly drawable: CubismDrawable | null;
/** The distance the ray traveled until it hit the {@link CubismDrawable}. */
public readonly distance: number;
/** The hit position local to the {@link CubismDrawable}. */
public readonly localPosition: Vector3;
/** The hit position in world coordinates. */
public readonly worldPosition: Vector3;
- drawable
它是获得重叠检测的图形网格的参考。 - distance
与指定座标的距离。
传递给CubismRaycaster.Raycast()参数的origin或ray.origin与Drawable的Transform.position之间的线性距离。 - localPosition
获得重叠检测的图形网格的局部座标。 - worldPosition
获得重叠检测的图形网格的世界座标。