Created
September 23, 2022 00:02
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UI Image using Sprite Physics Shape for canvas raycasting
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public class ImagePhysicsShapeRaycasting : Image, ICanvasRaycastFilter, ISerializationCallbackReceiver, ILayoutElement | |
{ | |
private List<Vector2> physicsShape = new List<Vector2>(); | |
new void Start() | |
{ | |
base.Start(); | |
sprite.GetPhysicsShape(0, physicsShape); | |
Rect spriteRect = rectTransform.rect; | |
float width = overrideSprite.texture.width; | |
float height = overrideSprite.texture.height; | |
for(int i= 0; i < physicsShape.Count; i++) | |
{ | |
Vector2 point = physicsShape[i]; | |
Vector2 newPoint = new Vector2(point.x / (width * .005f) * (spriteRect.width * .5f), point.y / (height * .005f) * (spriteRect.height * .5f)); | |
physicsShape[i] = newPoint; | |
} | |
} | |
public override bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera) | |
{ | |
if (overrideSprite == null) | |
return true; | |
Vector2 local; | |
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local)) | |
return false; | |
return IsPointInPolygon(local, physicsShape); | |
} | |
public bool IsPointInPolygon(Vector2 point, List<Vector2> polygon) | |
{ | |
int polygonLength = polygon.Count, i = 0; | |
bool inside = false; | |
// x, y for tested point. | |
float pointX = point.x, pointY = point.y; | |
// start / end point for the current polygon segment. | |
float startX, startY, endX, endY; | |
Vector2 endPoint = polygon[polygonLength - 1]; | |
endX = endPoint.x; | |
endY = endPoint.y; | |
while (i < polygonLength) | |
{ | |
startX = endX; startY = endY; | |
endPoint = polygon[i++]; | |
endX = endPoint.x; endY = endPoint.y; | |
// | |
inside ^= (endY > pointY ^ startY > pointY) /* ? pointY inside [startY;endY] segment ? */ | |
&& /* if so, test if it is under the segment */ | |
((pointX - endX) < (pointY - endY) * (startX - endX) / (startY - endY)); | |
} | |
return inside; | |
} | |
} |
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