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SpriteMeshRaycastFilter: easy Unity UI non-rectangular click detector without reading textures
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
// Restrict raycasting to a sprite mesh shape | |
// Could use Image.alphaHitTestMinimumThreshold to mask but that requires read/write images which can't be packed | |
[RequireComponent(typeof(Image))] | |
public class SpriteMeshRaycastFilter : MonoBehaviour, ICanvasRaycastFilter { | |
private RectTransform rectTransform; | |
private Image image; | |
private class CachedSpriteMesh { | |
public readonly ushort[] Triangles; | |
public readonly Vector2[] Positions; | |
public CachedSpriteMesh(ushort[] tris, Vector2[] posns) { | |
Triangles = tris; | |
Positions = posns; | |
} | |
} | |
// instance ID -> cached tris/positions since we can only get copies | |
private static Dictionary<int, CachedSpriteMesh> cachedSpriteMeshes; | |
private CachedSpriteMesh spriteMesh; | |
private void GetReferences() { | |
if (rectTransform == null) | |
rectTransform = GetComponent<RectTransform>(); | |
if (image == null) | |
image = GetComponent<Image>(); | |
if (cachedSpriteMeshes == null) | |
cachedSpriteMeshes = new Dictionary<int, CachedSpriteMesh>(); | |
} | |
private CachedSpriteMesh GetSpriteMesh() { | |
if (spriteMesh == null) { | |
// This is not threadsafe, obvs - OK to use in Unity thread though | |
var sprite = image.sprite; | |
int id = image.sprite.GetInstanceID(); | |
if (!cachedSpriteMeshes.TryGetValue(id, out spriteMesh)) { | |
spriteMesh = new CachedSpriteMesh(sprite.triangles, sprite.vertices); | |
cachedSpriteMeshes.Add(id, spriteMesh); | |
} | |
} | |
return spriteMesh; | |
} | |
public bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera) { | |
GetReferences(); | |
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle( | |
rectTransform, screenPoint, eventCamera, out var local)) | |
return false; | |
Vector2 uiSz = image.GetPixelAdjustedRect().size; | |
Vector2 spriteSz = image.sprite.rect.size; | |
Vector2 sz = uiSz; | |
if (image.preserveAspect) { | |
float spriteAspect = spriteSz.x / spriteSz.y; | |
float uiAspect = uiSz.x / uiSz.y; | |
if (uiAspect > spriteAspect) { | |
// UI is wider, width is limited | |
sz.x = sz.y * spriteAspect; | |
} else { | |
// UI is taller, height is limited | |
sz.y = sz.x / spriteAspect; | |
} | |
} | |
// Adjust the local pos into normalised space | |
local /= sz; | |
// Adjust via pivot so that position is relative to centre | |
local += rectTransform.pivot - new Vector2(0.5f, 0.5f); | |
var sm = GetSpriteMesh(); | |
// Debug | |
// for (int i = 0; i < sm.Triangles.Length; i += 3) { | |
// Debug.DrawLine(sm.Positions[sm.Triangles[i]], sm.Positions[sm.Triangles[i+1]]); | |
// Debug.DrawLine(sm.Positions[sm.Triangles[i+1]], sm.Positions[sm.Triangles[i+2]]); | |
// Debug.DrawLine(sm.Positions[sm.Triangles[i+2]], sm.Positions[sm.Triangles[i+0]]); | |
// } | |
// Vector2 xoffset = new Vector2(0.1f, 0); | |
// Vector2 yoffset = new Vector2(0, 0.1f); | |
// Debug.DrawLine(local - xoffset, local + xoffset, Color.cyan); | |
// Debug.DrawLine(local - yoffset, local + yoffset, Color.cyan); | |
for (int i = 0; i < sm.Triangles.Length; i += 3) { | |
if (local.PointInTriangle2D( | |
sm.Positions[sm.Triangles[i]], | |
sm.Positions[sm.Triangles[i + 1]], | |
sm.Positions[sm.Triangles[i + 2]])) { | |
return true; | |
} | |
} | |
return false; | |
} | |
} | |
/* | |
This is free and unencumbered software released into the public domain. | |
Anyone is free to copy, modify, publish, use, compile, sell, or | |
distribute this software, either in source code form or as a compiled | |
binary, for any purpose, commercial or non-commercial, and by any | |
means. | |
In jurisdictions that recognize copyright laws, the author or authors | |
of this software dedicate any and all copyright interest in the | |
software to the public domain. We make this dedication for the benefit | |
of the public at large and to the detriment of our heirs and | |
successors. We intend this dedication to be an overt act of | |
relinquishment in perpetuity of all present and future rights to this | |
software under copyright law. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | |
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR | |
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, | |
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | |
OTHER DEALINGS IN THE SOFTWARE. | |
For more information, please refer to <http://unlicense.org/> | |
*/ |
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using UnityEngine; | |
public static class Vector2Extensions { | |
/// <summary> | |
/// Return whether a point is inside a triangle in 2D | |
/// </summary> | |
/// <param name="p">Point to test</param> | |
/// <param name="t0">Vertex of the triangle</param> | |
/// <param name="t1">Vertex of the triangle</param> | |
/// <param name="t3">Vertex of the triangle</param> | |
/// <returns></returns> | |
public static bool PointInTriangle2D(this Vector2 p, Vector2 t0, Vector2 t1, Vector2 t3) { | |
var s = t0.y * t3.x - t0.x * t3.y + (t3.y - t0.y) * p.x + (t0.x - t3.x) * p.y; | |
var t = t0.x * t1.y - t0.y * t1.x + (t0.y - t1.y) * p.x + (t1.x - t0.x) * p.y; | |
if (s < 0 != t < 0) | |
return false; | |
var A = -t1.y * t3.x + t0.y * (t3.x - t1.x) + t0.x * (t1.y - t3.y) + t1.x * t3.y; | |
return A < 0 ? | |
s <= 0 && s + t >= A : | |
s >= 0 && s + t <= A; | |
} | |
} |
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