VR開發(fā)實戰(zhàn)之HTC Vive實現(xiàn)瞬移功能

一.什么是瞬移功能?

瞬移就是使用手柄選取一個位置,通過扳機鍵進(jìn)行瞬間移動。
因為HTC Vive活動范圍有限制(3m * 5m),所以我們在實際的使用中,為了更好的瀏覽場景,查看場景,會使用這種移動的方式,達(dá)到游戲中的視野移動。
移動的方式有兩種:一種是水平移動即X,Z軸移動;另一種就是垂直移動,即Y軸移動。
PS : 我們通過射線檢測的方法進(jìn)行開發(fā),因為HTC Vive有類似的腳本。所以我們只需更改腳本的某些部分就可實現(xiàn)瞬移功能。

二.案例詳解

1.下載Steam VR,導(dǎo)入資源
2.將腳本復(fù)制,修改類名(部分腳本)
using UnityEngine;
using System.Collections;

public class SteamVR_LaserPointer : 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;
    holder.transform.localRotation = Quaternion.identity;

    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);
    pointer.transform.localRotation = Quaternion.identity;
    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)
    {
        HitPoint = hit.point;
    }
    if (bHit && hit.distance < 100f)
    {
        dist = hit.distance;
    }

    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);
   }
}
3.添加腳本
4.添加傳送腳本
public class Test_TelePointer : MonoBehaviour {

//拿到手柄對象
public GameObject LeftController;
//修改后的射線檢查腳本
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(biāo)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(biāo)位置
    Pointer.PointerIn += LeftPointIn;
    //利用Laserpoint里面的事件函數(shù)來檢測目標(biāo)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;
}


void Update () {

}

//沒有檢測到碰撞信息
void LeftPointOut(object sender, PointerEventArgs e)
{
    //當(dāng)前位置為空
    currentTransform = null;
}
//檢測到碰撞信息
void LeftPointIn(object sender, PointerEventArgs e)
{   
    // 設(shè)置目標(biāo)位置為檢測到的目標(biāo)
    currentTransform = e.target;
}
//扳機事件
void TriggerClicked(object sender, ClickedEventArgs e)
{
    //如果檢測到目標(biāo)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);
    }  
}

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