Files
2026-06-07 16:58:24 +01:00

124 lines
5.0 KiB
C#

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