虛擬成像原理

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1、首先SDK里面有什么

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來源游戲蠻牛gmq517
Cardboard腳本解析
1-Cardboard.cs
這是提供訪問底層方法的類.

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2-CardboardEye.cs
using UnityEngine;
/// in order to reset its cache.
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Cardboard/CardboardEye")]
public class CardboardEye : MonoBehaviour {
/// Whether this is the left eye or the right eye.
/// Determines which stereo eye to render, that is, which `EyeOffset` and
/// `Projection` matrix to use and which half of the screen to render to.
/// 確定要渲染的立體眼睛,就是用EyeOffset和projecttion 矩陣并且去渲染到屏幕的哪一半
public Cardboard.Eye eye;
/// Allows you to flip on or off specific culling mask layers for just this
/// eye. The mask is a toggle: The eye's culling mask is first copied from
/// the parent mono camera, and then the layers specified here are flipped.
/// Each eye has its own toggle mask.
/// 允許你為這個眼睛打開或關閉特定的剔除層.是一個觸發(fā)器,這個層首先從父相機復制,然后在此制定那些層被啟用,每只眼睛有它自己的剔除層
[Tooltip("Culling mask layers that this eye should toggle relative to the parent camera.")]
public LayerMask toggleCullingMask = 0;
/// The StereoController in charge of this eye (and whose mono camera
/// we will copy settings from).
/// 返回StereoController 控制這個眼睛
public StereoController Controller {
// This property is set up to work both in editor and in player.
get {
if (transform.parent == null) { // Should not happen.
return null;
}
if ((Application.isEditor && !Application.isPlaying) || controller == null) {
// Go find our controller.
return transform.parent.GetComponentInParent<StereoController>();
}
return controller;
}
}
/// Returns the closest ancestor CardboardHead.
/// @note Uses GetComponentInParent(), so the result will be null if no active ancestor is found.
/// 返回父類CardboardHead
public CardboardHead Head {
get {
return GetComponentInParent<CardboardHead>();
}
}
3-CardboardHead.cs
將此腳本附加到任何與用戶頭部運動相匹配的游戲對象上。也就是說Head模擬了現(xiàn)實中用戶的頭,Head下的部分都是頭的一部分.
里面有:
Main Camera與GazePointer
Main Camera就是我們的視野,左右眼睛.
GazePointer其實就是視野注視點的實體,將這個注視點作為頭部的一部分,跟隨頭部旋轉.

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4-GazeInputModule.cs
提供了一個Unity的BaseInputModule類的實現(xiàn),使得UGUI可以通過觸發(fā)與觸摸的方式來選擇和使用

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Cardboard 的UI 系統(tǒng)是基于UGUI制作的.
我們在上一篇項目http://www.itdecent.cn/p/3696bc837551
里面應該已經(jīng)看到,我們修改并將GazeInputModule.cs腳本添加到EventSystem中
GazeInputModule:
這個腳本控制人眼視角發(fā)射的射線并觸發(fā)相應的事件。
public override void Process() {
// Save the previous Game Object
GameObject gazeObjectPrevious = GetCurrentGameObject();
CastRayFromGaze(); // 控制射線發(fā)射,先將3D坐標轉換為2D UI坐標系,發(fā)出射線
UpdateCurrentObject(); // 更新選中物體的狀態(tài),比如按鈕會設置選中狀態(tài)等
UpdateReticle(gazeObjectPrevious); //
// Get the camera
Camera camera = pointerData.enterEventCamera;
// Handle input
if (!Cardboard.SDK.TapIsTrigger && !Input.GetMouseButtonDown(0) && Input.GetMouseButton(0)) {
// Drag is only supported if TapIsTrigger is false.
HandleDrag(); // 拖動狀態(tài)
} else if (Time.unscaledTime - pointerData.clickTime < clickTime) {
// Delay new events until clickTime has passed.
} else if (!pointerData.eligibleForClick &&
(Cardboard.SDK.Triggered || !Cardboard.SDK.TapIsTrigger && Input.GetMouseButtonDown(0))) {
HandleTrigger(); //觸發(fā)事件
if (cardboardPointer != null) {
cardboardPointer.OnGazeTriggerStart(camera);
}
} else if (!Cardboard.SDK.Triggered && !Input.GetMouseButton(0)) {
HandlePendingClick(); // 就是光標選中,啥也沒干
}
}
5-StereoController.cs

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