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138 lines
7.5 KiB
Markdown
138 lines
7.5 KiB
Markdown
---
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order: 1
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title: Touch
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type: Interaction
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label: Interact
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---
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Galacean's touch is based on [PointerEvent](https://www.w3.org/TR/pointerevents3/), which bridges the gap between [MouseEvent](https://developer.mozilla.org/zh-CN/en/docs/Web/API/MouseEvent) and [TouchEvent](https://developer.mozilla.org/zh-CN/en/docs/Web/API/TouchEvent), unifying the concept and interface of touch.
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## Pointer
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In Galacean, whether it's a mouse on a PC, a stylus or finger on a mobile device, when it performs corresponding actions within the touch area (**Down**, **Move**, etc), it is instantiated as a [Pointer](/apis/core/#Pointer), and you can access all active touch points in the [InputManager](/apis/core/#InputManager).
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<img src="https://mdn.alipayobjects.com/huamei_yo47yq/afts/img/A*k6_aRKNVxGkAAAAAAAAAAAAADhuCAQ/original" alt="image.png" />
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> It is important to note that each touch point is independent, responding to events and invoking corresponding callback functions.
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### Lifecycle
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Each touch point begins its own life in **PointerDown** or **PointerMove**, fades away in **PointerLeave** or **PointerCancel**, and in Galacean, you can use `Pointer.phase` to get the current status of the touch point.
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```mermaid
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timeline
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title Phase of pointer
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……
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Frame 100 : 「PointerDown」
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: pointer.phase = PointerPhase.Down
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Frame 101 : 「PointerMove」
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: pointer.phase = PointerPhase.Move
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Frame 102 : 「Nothing」
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: pointer.phase = PointerPhase.Stationary
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Frame 103 : 「PointerUp」
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: pointer.phase = PointerPhase.Up
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Frame 104 : 「PointerLeave」
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: pointer.phase = PointerPhase.Leave
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……
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```
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<playground src="input-log.ts"></playground>
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### Touch Buttons
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Referring to the [W3C standard](https://www.w3.org/TR/uievents/#dom-mouseevent-button) and [Microsoft documentation](https://learn.microsoft.com/en-us/dotnet/api/system.windows.input.mousebutton?view=windowsdesktop-6.0), Galacean defines touch buttons as follows:
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| Enumeration | Explanation |
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| :---------------------------------------------- | :--------------------------------------------------------------- |
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| [None](/apis/core/#PointerButton-None) | No touch button pressed |
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| [Primary](/apis/core/#PointerButton-Primary) | Primary button of the device, usually left button (mouse) or the only button on a single-button device (finger) |
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| [Secondary](/apis/core/#PointerButton-Secondary) | Secondary button of the device, usually right button (mouse) |
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| [Auxiliary](/apis/core/#PointerButton-Auxiliary) | Auxiliary button of the device, usually the scroll wheel (mouse) |
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| [XButton1](/apis/core/#PointerButton-XButton1) | Extended button of the device, usually the undo button (mouse) |
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| [XButton2](/apis/core/#PointerButton-XButton2) | Extended button of the device, usually the redo button (mouse) |
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| [XButton3](/apis/core/#PointerButton-XButton3) | Extended button |
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| [XButton4](/apis/core/#PointerButton-XButton4) | Extended button |
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| …… | …… |
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结合触控按键可以方便地检测触控点在本帧触发的行为:
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<playground src="input-pointerButton.ts"></playground>
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### 触控回调
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只需要为添加了 Collider 组件的 Entity 增加触控回调,就可以实现与渲染物体交互的能力。触控回调已经整合到引擎的[脚本组件生命周期](/en/docs/script#组件生命周期函数)中,用户可以很方便地添加以下事件,同时钩子函数中会携带触发此回调的 Pointer 实例。
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| 接口 | 触发时机与频率 |
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| :------------------------------------------------- | :------------------------------------------------------------------------- |
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| [onPointerEnter](/apis/core/#Script-onPointerEnter) | 当触控点进入 Entity 的碰撞体范围时触发一次 |
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| [onPointerExit](/apis/core/#Script-onPointerExit) | 当触控点离开 Entity 的碰撞体范围时触发一次 |
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| [onPointerDown](/apis/core/#Script-onPointerDown) | 当触控点在 Entity 的碰撞体范围内按下时触发一次 |
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| [onPointerUp](/apis/core/#Script-onPointerUp) | 当触控点在 Entity 的碰撞体范围内松开时触发一次 |
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| [onPointerClick](/apis/core/#Script-onPointerClick) | 当触控点在 Entity 的碰撞体范围内按下并松开,在松开时触发一次 |
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| [onPointerDrag](/apis/core/#Script-onPointerDrag) | 当触控点在 Entity 的碰撞体范围内按下时**持续**触发,直至触控点解除按下状态 |
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> ⚠️ 触控回调**依赖物理引擎**,使用此功能前请确保物理引擎已初始化完毕。
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如下示例:
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- 最左边的立方体添加了对 Enter 与 Exit 的响应,当鼠标移动到上方和鼠标移出时便会触发它颜色的改变。
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- 中间的立方体添加了对 Drag 的响应,你可以用鼠标拖拽这个立方体在空间内任意移动。
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- 最右边的立方体添加了对 Click 的响应(先 down 后 up ),当鼠标点击时会触发它颜色的改变。
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<playground src="input-pointer.ts"></playground>
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### 射线检测
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触控回调是基于射线检测实现的,若要自定义射线检测也十分简单,只需按照如下步骤即可。
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```mermaid
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flowchart LR
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添加碰撞体组件 --> 获取触控点 --> 通过画布坐标获取射线 --> 射线检测
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```
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添加碰撞体组件可参考[物理相关文档](/en/docs/physics-collider),实现检测部分的代码逻辑如下:
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```typescript
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// 假设当前有一个活动的触控点
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const pointer = inputManager.pointers[0];
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// 通过触控点得到由相机发射的射线
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const ray = camera.screenPointToRay(pointer.position, new Ray());
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// 射线与场景的碰撞体进行碰撞检测
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const hitResult = new HitResult();
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if (scene.physics.raycast(ray, 100, hitResult)) {
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console.log("Hit entity", hitResult.entity);
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}
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```
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通过下方示例可以更直观地理解此过程,示例中为主相机添加了辅助线,侧视相机可以完整观察到主相机射线检测到碰撞体的过程。
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<playground src="input-pointerRaycast.ts"></playground>
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## 兼容性
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截止 2024 年 2 月,不同平台对 PointerEvent 的兼容性已经达到了 [96.35%](https://caniuse.com/?search=PointerEvent) 。
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设计思路可参考:https://github.com/galacean/engine/wiki/Input-system-design.
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> ⚠️ 若遇到平台的兼容性问题,可以在 https://github.com/galacean/polyfill-pointer-event 提 issue 。
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## QA
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### 触控在 PC 端正常,但在移动端异常
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在移动端,触控会触发 HTML 元素的默认行为,一旦触发默认行为,触控就会从元素上被移除(PointerCancel),可以通过设置监听源的 `touchAction` 解决,若触控的监听源为默认画布:
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```typescript
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(engine.canvas._webCanvas as HTMLCanvasElement).style.touchAction = "none";
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```
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### 右键操作失效,弹出菜单栏
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这是由于右键触发系统默认行为导致的,可以加入下列代码阻止:
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```typescript
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document.oncontextmenu = (e) => {
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e.preventDefault();
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};
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```
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