使用Unity中的Gear VR控制器移动立方体

时间:2017-09-30 13:27:18

标签: c# unity3d virtual-reality oculus gear-vr

我正在尝试使用Gear VR控制器和Oculus SDK制作Gear VR应用程序。 我让GazePointerRing与控制器预制件一起工作。我的应用程序中有一个十字线可见,我可以使用Gear VR控制器移动。它会检测我在场景中放置的立方体。 我现在要做的是将十字线指向一个立方体,并在控制器上按住一个按钮,这样立方体就会粘在我的控制器模型上并可以移动直到我松开按钮。我一直在OVR Physics Raycaster脚本中搜索我如何调用光线投射命中并在if语句中的按钮命令中输入它。但我无法找到一种方法来调用带有物体的光线投射。 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);
    }
}
}

1 个答案:

答案 0 :(得分:0)

先决条件:确保在场景中安装OVR Manager,它是一个单独的,并且需要GearVR控制器(OVRInput类)才能工作。

我通常的方法是从控制器锚位置向前投射光线并检查它是否到达所需的物体

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);
        }
    }
}