Added Unity project files
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using VRC.SDKBase;
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namespace VRC.SDK3.ClientSim
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{
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/// <summary>
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/// Performs the physics raycast to find objects that can be interacted with.
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/// </summary>
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public class ClientSimRaycaster
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{
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private const int MAX_INTERACT_RESULTS = 100;
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private const float MAX_INTERACT_DISTANCE = 100;
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private static readonly RaycastHit[] _raycastHitBuffer = new RaycastHit[MAX_INTERACT_RESULTS];
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private static readonly RaycastHitComparer _raycastHitComparerInstance = new RaycastHitComparer();
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private readonly IClientSimRayProvider _rayProvider;
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private readonly IClientSimInteractiveLayerProvider _interactiveLayerProvider;
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private readonly IClientSimInteractManager _interactManager;
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// TODO pass in parameter if should perform overlap sphere at ray origin (eg Desktop should not but VR should)
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public ClientSimRaycaster(
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IClientSimRayProvider rayProvider,
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IClientSimInteractiveLayerProvider interactiveLayerProvider,
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IClientSimInteractManager interactManager)
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{
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_rayProvider = rayProvider;
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_interactiveLayerProvider = interactiveLayerProvider;
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_interactManager = interactManager;
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}
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public ClientSimRaycastResults CheckForInteracts()
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{
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Ray ray = _rayProvider.GetRay();
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int layers = _interactiveLayerProvider.GetInteractiveLayers();
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// TODO use Physics.OverlapSphere to check for objects close to the ray origin.
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// TODO make sure to scale based on tracking scale.
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// Note: This method has a chance of failing to find objects that move but do not have rigidbodies.
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int hitCount = Physics.RaycastNonAlloc(
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ray,
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_raycastHitBuffer,
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MAX_INTERACT_DISTANCE,
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layers);
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Array.Sort(_raycastHitBuffer, 0, hitCount, _raycastHitComparerInstance);
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// Go through all colliders in order of distance and stop after find something
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// interactable, or a physical collider blocking everything else.
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for (int curHit = 0; curHit < hitCount; ++curHit)
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{
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// VRChatBug: This implementation ignores the bug where trigger colliders extend a player's proximity.
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// https://feedback.vrchat.com/sdk-bug-reports/p/incorrect-proximity-calculation-when-aiming-through-trigger-colliders
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RaycastHit hit = _raycastHitBuffer[curHit];
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GameObject hitObject = hit.collider.gameObject;
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// UIShapes are higher priority than interacts/pickups.
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VRC_UiShape shape = hitObject.GetComponent<VRC_UiShape>();
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if (shape != null)
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{
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return new ClientSimRaycastResults(ray, hit, shape);
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}
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if (ShouldIgnoreObject(hitObject))
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{
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continue;
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}
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IClientSimInteractable interactable = _interactManager.GetFirstInteractable(hitObject, hit.distance);
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if (interactable != null)
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{
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return new ClientSimRaycastResults(ray, hit, interactable);
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}
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// Object found but can't interact with it.
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if (!hit.collider.isTrigger)
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{
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return new ClientSimRaycastResults(ray, hit);
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}
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}
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return new ClientSimRaycastResults(ray, MAX_INTERACT_DISTANCE);
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}
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private bool ShouldIgnoreObject(GameObject hitObject)
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{
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if (hitObject == null)
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{
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return true;
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}
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// Do not allow raycasting other players. ClientSim has no reason to select players, so ignore their colliders.
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if (VRCPlayerApi.GetPlayerByGameObject(hitObject) != null)
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{
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return true;
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}
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// Do not allow raycasting occupied stations
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// VRChatBug: Raycasting to your own station appears to not work properly in Udon.
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// Remove the last check on if the player is local to remove this.
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// Since only local players can enter stations in ClientSim, this code will not be needed unless a method is introduced for remote players to enter stations.
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IClientSimStation stationHandler = hitObject.GetComponent<IClientSimStation>();
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if (stationHandler != null && stationHandler.IsOccupied() && !stationHandler.GetCurrentSittingPlayer().isLocal)
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{
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return true;
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}
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return false;
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}
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private class RaycastHitComparer : IComparer<RaycastHit>
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{
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public int Compare(RaycastHit x, RaycastHit y)
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{
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return x.distance.CompareTo(y.distance);
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}
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}
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}
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}
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