return false;
}
- const Node& node = actor.GetNode();
- const BufferIndex bufferIndex = EventThreadServices::Get().GetEventBufferIndex();
- const Vector3& translation = node.GetWorldPosition(bufferIndex);
- const Vector3& size = node.GetSize(bufferIndex);
- const Vector3& scale = node.GetWorldScale(bufferIndex);
+ const Node& node = actor.GetNode();
+ const BufferIndex bufferIndex = EventThreadServices::Get().GetEventBufferIndex();
+ const Vector3& translation = node.GetWorldPosition(bufferIndex);
+ const Vector3& size = node.GetSize(bufferIndex);
+ const Vector3& scale = node.GetWorldScale(bufferIndex);
+ const Rect<int>& touchAreaOffset = actor.GetTouchAreaOffset(); // (left, right, bottom, top)
// Transforms the ray to the local reference system. As the test is against a sphere, only the translation and scale are needed.
- const Vector3 rayOriginLocal(rayOrigin.x - translation.x, rayOrigin.y - translation.y, rayOrigin.z - translation.z);
+ const Vector3 rayOriginLocal(rayOrigin.x - translation.x - (touchAreaOffset.left + touchAreaOffset.right) * 0.5, rayOrigin.y - translation.y - (touchAreaOffset.top + touchAreaOffset.bottom) * 0.5, rayOrigin.z - translation.z);
// Computing the radius is not needed, a square radius is enough so can just use size but we do need to scale the sphere
- const float width = size.width * scale.width;
- const float height = size.height * scale.height;
+ const float width = size.width * scale.width + touchAreaOffset.right - touchAreaOffset.left;
+ const float height = size.height * scale.height + touchAreaOffset.bottom - touchAreaOffset.top;
float squareSphereRadius = 0.5f * (width * width + height * height);
// Ray travels distance * rayDirLocal to intersect with plane.
distance = a / b;
- const Vector2& size = actor.GetTouchArea() == Vector2::ZERO ? Vector2(node.GetSize(EventThreadServices::Get().GetEventBufferIndex())) : actor.GetTouchArea();
- hitPointLocal.x = rayOriginLocal.x + rayDirLocal.x * distance + size.x * 0.5f;
- hitPointLocal.y = rayOriginLocal.y + rayDirLocal.y * distance + size.y * 0.5f;
+ const Vector2& size = Vector2(node.GetSize(EventThreadServices::Get().GetEventBufferIndex()));
+ const Rect<int>& touchAreaOffset = actor.GetTouchAreaOffset(); // (left, right, bottom, top)
+ hitPointLocal.x = rayOriginLocal.x + rayDirLocal.x * distance + size.x * 0.5f;
+ hitPointLocal.y = rayOriginLocal.y + rayDirLocal.y * distance + size.y * 0.5f;
// Test with the actor's geometry.
- hit = (hitPointLocal.x >= 0.f) && (hitPointLocal.x <= size.x) && (hitPointLocal.y >= 0.f) && (hitPointLocal.y <= size.y);
+ hit = (hitPointLocal.x >= touchAreaOffset.left) && (hitPointLocal.x <= (size.x + touchAreaOffset.right) && (hitPointLocal.y >= touchAreaOffset.top) && (hitPointLocal.y <= (size.y + touchAreaOffset.bottom)));
}
}