实现了将切割磁感线的demo在VR环境中实现。由于手柄的交互与鼠标点击区别很大,在pc端的设计中,直接将几个坐标位置投影到摄像机平面上,只需要观察在二维平面内,鼠标点击的位移与目标物体的夹角关系,并通过角度控制目标物体的旋转交互。
但在VR环境中,视角绑定在头显上进行实时变化的,而且手柄的交互方式与鼠标有较大差别。通过世界坐标系下的物体属性进行修改。
继承了VRTK_InteractableObject,即为了实现目标物体与手柄的交互。为了检测到手柄与物体的碰撞,抓取,使用等操作。
声明SteamVR_TrackedObject对象,根据Steam vr sdk中拓展代码,构造手柄按钮事件。调用这个类中的手柄对象的方法,来实现左右手柄的监听功能,获取手柄位置等信息。
通过VRTK_DeviceFinder类,寻找有手柄,返回位置等信息,具体实现:
RightController = VRTK_DeviceFinder.GetControllerRightHand ();
通过SteamVR_Controller类获取手柄相关信息,
Device类:最重要的类,封装了跟踪设备的全部信息。
Update()函数:被SteamVR_Render脚本调用,更新各跟踪设备的信息。
Input()函数:根据Index初始化Device[]数组,并实例化所有16个Device。
var device = SteamVR_Controller.Input((int)trackedObjec.index);
下面进行判断,当我按下手柄的tigger时,记录手柄的位置。按住tigger时,实时刷新手柄的位置,并计算手柄的手势变换与目标物体位置的夹角。
夹角变换时,通过rotate方法,实现模型的旋转,随手柄手势变换速度的旋转。
代码:
using System.Collections; using System.Collections.Generic; using UnityEngine; using VRTK; using VRTK.Highlighters; public class dynamoControl : VRTK_InteractableObject { public SteamVR_TrackedObject trackedObjec; private GameObject RightController; public lightControl ll; public Camera ca; private bool IsSelect = false; public Transform target1; private Vector3 preConPosition; private Vector3 ConPosition; private Vector3 modelPos; private Vector3 localEluer; private float angle; private float RotateAngle; private Quaternion q; // Use this for initialization void Start () { //trackedObjec = GameObject.Find("Controller (right)").GetComponent<SteamVR_TrackedObject> (); RightController = VRTK_DeviceFinder.GetControllerRightHand (); modelPos = ca.WorldToScreenPoint(target1.transform.position); angle = localEluer.z; target1.transform.localEulerAngles = localEluer; } // Update is called once per frame void FixedUpdate () { preConPosition = ConPosition = RightController.transform.position; var device = SteamVR_Controller.Input((int)trackedObjec.index); if(device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger)){ IsSelect = true; preConPosition = ConPosition = RightController.transform.position; } if(device.GetTouch(SteamVR_Controller.ButtonMask.Trigger) && IsSelect){ IsSelect = true; ConPosition = RightController.transform.position; Vector3 preConPosition2 = new Vector3 (preConPosition.x,preConPosition.y,0); Vector3 ConPosition2 = new Vector3 (ConPosition.x,ConPosition.y,0); Vector3 modelPos2 = new Vector3 (modelPos.x,modelPos.y,0); RotateAngle = Vector3.Angle(preConPosition2 - modelPos2,ConPosition2 - modelPos2); if (RotateAngle == 0) { preConPosition = ConPosition; } else { preConPosition2 = new Vector3 (preConPosition.x,preConPosition.y,0); ConPosition2 = new Vector3 (ConPosition.x,ConPosition.y,0); modelPos2 = new Vector3 (modelPos.x,modelPos.y,0); float inangle = Vector3.Angle(preConPosition2 - modelPos2,ConPosition2 - modelPos2); float k = q.z > 0 ? 1 : -1; localEluer.z += k * RotateAngle; angle = localEluer.z = Mathf.Clamp (localEluer.z,-36000,36000); localEluer.z = inangle*500; Debug.Log (localEluer); ll.duration = localEluer.z / 4; target1.transform.Rotate(localEluer); preConPosition = ConPosition; } } if(device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger)){ IsSelect = false; } } }