Raycasting
最終更新: 2020年1月30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 Unity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GameObject来使用。
与附加的GameObject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。
namespace Live2D.Cubism.Framework.Raycasting { /// <summary> /// Allows raycasting against <see cref="Core.CubismDrawable"/>s. /// </summary> public sealed class CubismRaycastable : MonoBehaviour { /// <summary> /// The precision. /// </summary> public CubismRaycastablePrecision Precision; } }
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。
namespace Live2D.Cubism.Framework.Raycasting { /// <summary> /// Precision for casting rays against a <see cref="CubismRaycastable"/>. /// </summary> public enum CubismRaycastablePrecision { /// <summary> /// Cast against bounding box. /// </summary> BoundingBox, /// <summary> /// Cast against triangles. /// </summary> 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。
/// <summary> /// Refreshes the controller. Call this method after adding and/or removing <see cref="CubismRaycastable"/>. /// </summary> private void Refresh() { var candidates = this .FindCubismModel() .Drawables; // Find raycastable drawables. var raycastables = new List<CubismRenderer>(); var raycastablePrecisions = new List<CubismRaycastablePrecision>(); for (var i = 0; i < candidates.Length; i++) { // Skip non-raycastables. if (candidates[i].GetComponent<CubismRaycastable>() == null) { continue; } raycastables.Add(candidates[i].GetComponent<CubismRenderer>()); raycastablePrecisions.Add(candidates[i].GetComponent<CubismRaycastable>().Precision); } // Cache raycastables. Raycastables = raycastables.ToArray(); RaycastablePrecisions = raycastablePrecisions.ToArray(); } ... /// <summary> /// Called by Unity. Makes sure cache is initialized. /// </summary> private void Start() { // Initialize cache. Refresh(); }
使用CubismRaycaster.Raycast()从座标中获取重叠检测。
/// <summary> /// Casts a ray. /// </summary> /// <param name="origin">The origin of the ray.</param> /// <param name="direction">The direction of the ray.</param> /// <param name="result">The result of the cast.</param> /// <param name="maximumDistance">[Optional] The maximum distance of the ray.</param> /// <returns><see langword="true"/> in case of a hit; <see langword="false"/> otherwise.</returns> /// <returns>The numbers of drawables had hit</returns> public int Raycast(Vector3 origin, Vector3 direction, CubismRaycastHit[] result, float maximumDistance = Mathf.Infinity) { return Raycast(new Ray(origin, direction), result, maximumDistance); } /// <summary> /// Casts a ray. /// </summary> /// <param name="ray"></param> /// <param name="result">The result of the cast.</param> /// <param name="maximumDistance">[Optional] The maximum distance of the ray.</param> /// <returns><see langword="true"/> in case of a hit; <see langword="false"/> otherwise.</returns> /// <returns>The numbers of drawables had hit</returns> public int Raycast(Ray ray, CubismRaycastHit[] result, float maximumDistance = Mathf.Infinity) { // Cast ray against model plane. var intersectionInWorldSpace = ray.origin + ray.direction * (ray.direction.z / ray.origin.z); var intersectionInLocalSpace = transform.InverseTransformPoint(intersectionInWorldSpace); intersectionInLocalSpace.z = 0; var distance = intersectionInWorldSpace.magnitude; // Return non-hits. if (distance > maximumDistance) { return 0; } // Cast against each raycastable. var hitCount = 0; for (var i = 0; i < Raycastables.Length; i++) { var raycastable = Raycastables[i]; var raycastablePrecision = RaycastablePrecisions[i]; // Skip inactive raycastables. if (!raycastable.MeshRenderer.enabled) { continue; } if (raycastablePrecision == CubismRaycastablePrecision.BoundingBox) { var bounds = raycastable.Mesh.bounds; // Skip non hits if (!bounds.Contains(intersectionInLocalSpace)) { continue; } } else { // Skip non hits if (!ContainsInTriangles(raycastable.Mesh, intersectionInLocalSpace)) { continue; } } result[hitCount].Drawable = raycastable.GetComponent<CubismDrawable>(); result[hitCount].Distance = distance; result[hitCount].LocalPosition = intersectionInLocalSpace; result[hitCount].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。
var raycastResults = new CubismRaycastHit[4]; var hitCount = _raycaster.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), raycastResults);
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结构。
using Live2D.Cubism.Core; using UnityEngine; namespace Live2D.Cubism.Framework.Raycasting { /// <summary> /// Contains raycast information. /// </summary> public struct CubismRaycastHit { /// <summary> /// The hit <see cref="CubismDrawable"/>. /// </summary> public CubismDrawable Drawable; /// <summary> /// The distance the ray traveled until it hit the <see cref="CubismDrawable"/>. /// </summary> public float Distance; /// <summary> /// The hit position local to the <see cref="CubismDrawable"/>. /// </summary> public Vector3 LocalPosition; /// <summary> /// The hit position in world coordinates. /// </summary> public Vector3 WorldPosition; } }
- 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。