HTC Vive基礎(chǔ)

timg.jpg

如何獲取圓盤位置

642887-99d0021207e8189e.png
20170309135850.png

public class anjiangTouch : MonoBehaviour
{
    public SteamVR_TrackedObject track;
    public SteamVR_Controller.Device device;
    void Start ()
    {
        track = GetComponent<SteamVR_TrackedObject>();
    }
    
    void Update ()
    {
        device = SteamVR_Controller.Input((int) track.index);
        if (device.GetTouch(SteamVR_Controller.ButtonMask.Touchpad))
        {
            float angleTrue = ReturnDiretion();
            if (angleTrue>45&&angleTrue<135)
            {
                Debug.Log("下");
            }
            if (angleTrue < -45 && angleTrue > -135)
            {
                Debug.Log("上");
            }
            if (angleTrue < 180 && angleTrue > 135||(angleTrue<-135&&angleTrue>-180))
            {
                Debug.Log("左");
            }
            if (angleTrue >0  && angleTrue < 45 || (angleTrue > -45 && angleTrue < 0))
            {
                Debug.Log("右");
            }
            
        }
    }

    public  float ReturnDiretion()
    {
        Vector2 axis = device.GetAxis(Valve.VR.EVRButtonId.k_EButton_SteamVR_Touchpad);
        Vector3 crossA = Vector3.Cross(Vector2.right, axis);
        float angle = Vector2.Angle(Vector2.right, axis);
        return crossA.z > 0 ? -angle : angle;
    }
}

手柄震動

             //左手震動  
            var device1 = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Leftmost);
            SteamVR_Controller.Input(device1).TriggerHapticPulse(2000);
            // 獲取左右手柄的標志
            var device2 = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost);
            // 設(shè)置獲取手柄的震動值
            SteamVR_Controller.Input(device2).TriggerHapticPulse(100);

瞬移功能的實現(xiàn)

寫入一下腳本并將其掛載在左手手柄或者右手手柄上,并在其上添加另一個按鍵腳本<SteamVR_TrackedController>

642887-d9638aef0a58609c.png

using UnityEngine;
using System.Collections;

public class CatchPointer : MonoBehaviour
{
    public bool active = true;
    public Color color;
    public float thickness = 0.002f;
    public GameObject holder;
    public GameObject pointer;
    bool isActive = false;
    public bool addRigidBody = false;
    public Transform reference;
    public event PointerEventHandler PointerIn;
    public event PointerEventHandler PointerOut;
    public Vector3 HitPoint;
    Transform previousContact = null;

    // Use this for initialization
    void Start ()
    {
        holder = new GameObject();
        holder.transform.parent = this.transform;
        holder.transform.localPosition = Vector3.zero;

        pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
        pointer.transform.parent = holder.transform;
        pointer.transform.localScale = new Vector3(thickness, thickness, 100f);
        pointer.transform.localPosition = new Vector3(0f, 0f, 50f);
        BoxCollider collider = pointer.GetComponent<BoxCollider>();
        if (addRigidBody)
        {
            if (collider)
            {
                collider.isTrigger = true;
            }
            Rigidbody rigidBody = pointer.AddComponent<Rigidbody>();
            rigidBody.isKinematic = true;
        }
        else
        {
            if(collider)
            {
                Object.Destroy(collider);
            }
        }
        Material newMaterial = new Material(Shader.Find("Unlit/Color"));
        newMaterial.SetColor("_Color", color);
        pointer.GetComponent<MeshRenderer>().material = newMaterial;
    }

    public virtual void OnPointerIn(PointerEventArgs e)
    {
        if (PointerIn != null)
            PointerIn(this, e);
    }

    public virtual void OnPointerOut(PointerEventArgs e)
    {
        if (PointerOut != null)
            PointerOut(this, e);
    }


    // Update is called once per frame
    void Update ()
    {
        if (!isActive)
        {
            isActive = true;
            this.transform.GetChild(0).gameObject.SetActive(true);
        }

        float dist = 100f;

        SteamVR_TrackedController controller = GetComponent<SteamVR_TrackedController>();

        Ray raycast = new Ray(transform.position, transform.forward);
        RaycastHit hit;
        bool bHit = Physics.Raycast(raycast, out hit);

        if(previousContact && previousContact != hit.transform)
        {
            PointerEventArgs args = new PointerEventArgs();
            if (controller != null)
            {
                args.controllerIndex = controller.controllerIndex;
            }
            args.distance = 0f;
            args.flags = 0;
            args.target = previousContact;
            OnPointerOut(args);
            previousContact = null;
        }
        if(bHit && previousContact != hit.transform)
        {
            PointerEventArgs argsIn = new PointerEventArgs();
            if (controller != null)
            {
                argsIn.controllerIndex = controller.controllerIndex;
            }
            argsIn.distance = hit.distance;
            argsIn.flags = 0;
            argsIn.target = hit.transform;
            OnPointerIn(argsIn);
            previousContact = hit.transform;
        }
        if(!bHit)
        {
            previousContact = null;
        }
        if (bHit && hit.distance < 100f)
        {
            dist = hit.distance;
        }
        if (bHit)
        {
            HitPoint = hit.point;
        }

        if (controller != null && controller.triggerPressed)
        {
            pointer.transform.localScale = new Vector3(thickness * 5f, thickness * 5f, dist);
        }
        else
        {
            pointer.transform.localScale = new Vector3(thickness, thickness, dist);
        }
        pointer.transform.localPosition = new Vector3(0f, 0f, dist/2f);
    }
}

隨后我們實現(xiàn)傳送(Test_Teleporter)腳本,并將其掛載在攝像CameraRig上,腳本編寫如下:

public class Test_Teleporter : MonoBehaviour {

    // 拿到手柄對象
    public GameObject LeftController;
    //修改后的射線檢測腳本
    private Test_LaserPointer Pointer;
    // 右手柄的控制器
    private SteamVR_TrackedController LeftSt;
    // 事件調(diào)用函數(shù)
    ClickedEventHandler ce;
    // 當(dāng)前的目標位置
    Transform currentTransform;
    // 碰撞事件
    PointerEventArgs arg;
    void Start()
    {
        Pointer = LeftController.GetComponent<Test_LaserPointer>();
        LeftSt = LeftController.GetComponent<SteamVR_TrackedController>();
        // 利用Laserpoint里面的事件函數(shù)來檢測目標位置
        Pointer.PointerIn += LeftPointIn;
        //  利用Laserpoint里面的事件函數(shù)來檢測目標位置
        Pointer.PointerOut += LeftPointOut;
        // 利用手柄控制器來檢測我們的扳機事件
        LeftSt.TriggerClicked += TriggerClicked;
    }

    // 沒有檢測到碰撞信息
    void LeftPointOut(object sender, PointerEventArgs e)
    {   // 當(dāng)前位置沒有
        currentTransform = null;
    }
    // 檢測到碰撞信息
    void LeftPointIn(object sender, PointerEventArgs e)
    {   // 設(shè)置目標位置為檢測到的目標
        currentTransform = e.target;
    }
    // 扳機事件
    void TriggerClicked(object sender, ClickedEventArgs e)
    {
        // 如果檢測到目標位置
        if (currentTransform != null)
        {    // 移動
            this.gameObject.transform.position = new Vector3(Pointer.HitPoint.x - LeftController.transform.localPosition.x, Pointer.HitPoint.y, Pointer.HitPoint.z - LeftController.transform.localPosition.z);
        }
    }
}

子彈發(fā)射功能的實現(xiàn)

public class TrackedController_shoot : 
SteamVR_TrackedController {
        void Start () {
        base.Start();
    }

    void Update () {
        base.Update();
    }

 public override void OnTriggerClicked(ClickedEventArgs e)
    {
        GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        go.transform.position = this.gameObject.transform.position;
        go.transform.localScale = new Vector3(0.1f,0.1f,0.1f);
        go.AddComponent<Rigidbody>().AddForce(this.transform.forward * 100);
        go.tag = "Super";
    }
}

隔空取物功能的實現(xiàn)

首先需要給物體添加剛體并且設(shè)置其Is Kinematic為true.然后給其寫入代碼如下:

  // 檢測手柄指向物體或離開物體
    SteamVR_LaserPointer l;
    // 手柄事件系統(tǒng)
    SteamVR_TrackedController t;
    Transform pointT;
    GameObject currentCatch;
    void Start () {

        l = GetComponent<SteamVR_LaserPointer>();
        l.PointerIn += PointerIn;
        l.PointerOut += PointerOut;

        t = GetComponent<SteamVR_TrackedController>();
        t.TriggerClicked += TriggerClicked;
        t.TriggerUnclicked += TriggerUnclicked;
    }

    void PointerIn(object sender, PointerEventArgs e)
    {
        if (e.target.gameObject.tag == "Super")
        {
            pointT = e.target;
        }
    }
    void PointerOut(object sender, PointerEventArgs e)
    {
        pointT = null;
    }
    void TriggerClicked(object sender, ClickedEventArgs e)
    {
        if (pointT == null)
        {
            return;
        }
        pointT.position = this.transform.position;
        pointT.gameObject.AddComponent<FixedJoint>().connectedBody = this.GetComponent<Rigidbody>();
        currentCatch = pointT.gameObject;
    }
    void TriggerUnclicked(object sender, ClickedEventArgs e)
    {
        if (currentCatch == null)
        {
            return;
        }
        var device = SteamVR_Controller.Input((int)this.GetComponent<SteamVR_TrackedObject>().index);
        device.TriggerHapticPulse(2800);
        // 松開將速度傳遞給物體
        currentCatch.GetComponent<Rigidbody>().velocity = device.velocity * 5;
        currentCatch.GetComponent<Rigidbody>().angularVelocity = device.angularVelocity;
        Destroy(currentCatch.GetComponent<FixedJoint>();
        currentCatch = null;

    }
最后編輯于
?著作權(quán)歸作者所有,轉(zhuǎn)載或內(nèi)容合作請聯(lián)系作者
【社區(qū)內(nèi)容提示】社區(qū)部分內(nèi)容疑似由AI輔助生成,瀏覽時請結(jié)合常識與多方信息審慎甄別。
平臺聲明:文章內(nèi)容(如有圖片或視頻亦包括在內(nèi))由作者上傳并發(fā)布,文章內(nèi)容僅代表作者本人觀點,簡書系信息發(fā)布平臺,僅提供信息存儲服務(wù)。

相關(guān)閱讀更多精彩內(nèi)容

友情鏈接更多精彩內(nèi)容