用统一的齿轮VR控制器移动立方体



我正在尝试使用Gear VR控制器和Oculus SDK进行齿轮VR应用程序。我让GazePointerring与控制器预制措施一起工作。我的应用程序可见一个标线,我可以用齿轮VR控制器四处走动。它检测到我放置在现场的立方体。我现在想做的是将标线指向立方体,并在控制器上握住按钮,以便立方体会粘在我的控制器型号上,并可以四处走动,直到我放开按钮为止。我一直在OVR Physics Raycaster脚本中搜索如何在IF语句中呼叫raycast命中并将其输入按钮命令。但是我找不到一种用对象来呼唤射线播放的方法。这是OVR Physics Raycaster脚本中的Oculus代码:

using System.Collections.Generic;
namespace UnityEngine.EventSystems
{
    /// <summary>
    /// Simple event system using physics raycasts.
    /// </summary>
    [RequireComponent(typeof(OVRCameraRig))]
    public class OVRPhysicsRaycaster : BaseRaycaster
    {
        /// <summary>
        /// Const to use for clarity when no event mask is set
        /// </summary>
        protected const int kNoEventMaskSet = -1;

    /// <summary>
    /// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
    /// </summary>
    [SerializeField]
    public LayerMask m_EventMask = kNoEventMaskSet;
    protected OVRPhysicsRaycaster()
    { }
    public override Camera eventCamera
    {
        get
        {
            return GetComponent<OVRCameraRig>().leftEyeCamera;
        }
    }
    /// <summary>
    /// Depth used to determine the order of event processing.
    /// </summary>
    public virtual int depth
    {
        get { return (eventCamera != null) ? (int)eventCamera.depth : 0xFFFFFF; }
    }
    /// <summary>
    /// Event mask used to determine which objects will receive events.
    /// </summary>
    public int finalEventMask
    {
        get { return (eventCamera != null) ? eventCamera.cullingMask & m_EventMask : kNoEventMaskSet; }
    }
    /// <summary>
    /// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
    /// </summary>
    public LayerMask eventMask
    {
        get { return m_EventMask; }
        set { m_EventMask = value; }
    }

    /// <summary>
    /// Perform a raycast using the worldSpaceRay in eventData.
    /// </summary>
    /// <param name="eventData"></param>
    /// <param name="resultAppendList"></param>
    public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
    {
        // This function is closely based on PhysicsRaycaster.Raycast
        if (eventCamera == null)
            return;
        OVRRayPointerEventData rayPointerEventData = eventData as OVRRayPointerEventData;
        if (rayPointerEventData == null)
            return;
        var ray = rayPointerEventData.worldSpaceRay;
        float dist = eventCamera.farClipPlane - eventCamera.nearClipPlane;
        var hits = Physics.RaycastAll(ray, dist, finalEventMask);
        if (hits.Length > 1)
            System.Array.Sort(hits, (r1, r2) => r1.distance.CompareTo(r2.distance));
        if (hits.Length != 0)
        {
            for (int b = 0, bmax = hits.Length; b < bmax; ++b)
            {
                var result = new RaycastResult
                {
                    gameObject = hits[b].collider.gameObject,
                    module = this,
                    distance = hits[b].distance,
                    index = resultAppendList.Count,
                    worldPosition = hits[0].point,
                    worldNormal = hits[0].normal,
                };
                resultAppendList.Add(result);
            }
        }
    }
    /// <summary>
    ///  Perform a Spherecast using the worldSpaceRay in eventData.
    /// </summary>
    /// <param name="eventData"></param>
    /// <param name="resultAppendList"></param>
    /// <param name="radius">Radius of the sphere</param>
    public void Spherecast(PointerEventData eventData, List<RaycastResult> resultAppendList, float radius)
    {
        if (eventCamera == null)
            return;
        OVRRayPointerEventData rayPointerEventData = eventData as OVRRayPointerEventData;
        if (rayPointerEventData == null)
            return;
        var ray = rayPointerEventData.worldSpaceRay;
        float dist = eventCamera.farClipPlane - eventCamera.nearClipPlane;
        var hits = Physics.SphereCastAll(ray, radius, dist, finalEventMask);
        if (hits.Length > 1)
            System.Array.Sort(hits, (r1, r2) => r1.distance.CompareTo(r2.distance));
        if (hits.Length != 0)
        {
            for (int b = 0, bmax = hits.Length; b < bmax; ++b)
            {
                var result = new RaycastResult
                {
                    gameObject = hits[b].collider.gameObject,
                    module = this,
                    distance = hits[b].distance,
                    index = resultAppendList.Count,
                    worldPosition = hits[0].point,
                    worldNormal = hits[0].normal,
                };
                resultAppendList.Add(result);
            }
        }
    }
    /// <summary>
    /// Get screen position of this world position as seen by the event camera of this OVRPhysicsRaycaster
    /// </summary>
    /// <param name="worldPosition"></param>
    /// <returns></returns>
    public Vector2 GetScreenPos(Vector3 worldPosition)
    {
        // In future versions of Uinty RaycastResult will contain screenPosition so this will not be necessary
        return eventCamera.WorldToScreenPoint(worldPosition);
    }
}
}

先决条件:确保在您的场景中拥有OVR经理,它是单身人士,并且齿轮VR控制器(OvrInput类)需要工作。

我通常的方法是从控制器锚位置进行射线播放射线,并检查它是否达到了所需的对象

public class SampleScript : MonoBehaviour
{
    public Transform anchorPos;
    public GameObject detectionLineObject; // a gameObject with a line renderer
    private RaycastHit _hitInfo;
    private LineRenderer _detectionLine;
    void Start()
    {
        GameObject line = Instantiate(detectionLineObject);
        _detectionLine = line.GetComponent<LineRenderer>();
    }
    void Update()
    {
        DetectionManager();
    }
    void DetectionManager()
    {
        // check if controller is actually connected
        if (!OVRInput.IsControllerConnected(OVRInput.Controller.RTrackedRemote) || !OVRInput.IsControllerConnected(OVRInput.Controller.LTrackedRemote))
        {
            return;
        }
        // launch a ray from the OVRCameraRig's Anchor Right
        if (Physics.Raycast(anchorPos.position, anchorPos.forward, out _hitInfo))
        {
            // set our line points
            _detectionLine.SetPosition(0, anchorPos.position);
            _detectionLine.SetPosition(1, _hitInfo.point);
            MyComponent target = _hitInfo.collider.gameObject.GetComponent<MyComponent>();
            if (target != null)
            {
                // Do you stuff here
                target.StartInteraction();
            }
        }
        else
        {
            // point our line to infinity
            _detectionLine.SetPosition(0, anchorPos.position);
            _detectionLine.SetPosition(1, anchorPos.forward * 500.0f);
        }
    }
}

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