VR开发--HTC Vive基础(2):瞬移功能实现

1、瞬移

因为HTC Vive活动范围有限制(3m * 5m),所以我们在实际的使用中,为了更好的浏览场景,查看场景,会使用这种移动的方式,达到游戏中的视野移动。
一般来说就是手柄选取一个位置,通过扳机键确认移动。
移动的方式有两种:一种是水平移动即X,Z轴移动;另一种就是垂直移动,即Y轴移动。

2、如何实现位置选取?

只要能得到目标位置点,我们就可以移动。那这种功能如何做?
使用射线检测!
HTC Vive中有类似的脚本实现,所以我们只需要修改相关的脚本就可以办到,但是还是需要一定的编程功底。

脚本实现:
将下面脚本复制就可,

VR开发--HTC Vive基础(2):瞬移功能实现_第1张图片
Paste_Image.png

修改类名,添加脚本

using UnityEngine;
using System.Collections;

public class CatchPointer : 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;

        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);
        BoxCollider collider = pointer.GetComponent();
        if (addRigidBody)
        {
            if (collider)
            {
                collider.isTrigger = true;
            }
            Rigidbody rigidBody = pointer.AddComponent();
            rigidBody.isKinematic = true;
        }
        else
        {
            if(collider)
            {
                Object.Destroy(collider);
            }
        }
        Material newMaterial = new Material(Shader.Find("Unlit/Color"));
        newMaterial.SetColor("_Color", color);
        pointer.GetComponent().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();

        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 && hit.distance < 100f)
        {
            dist = hit.distance;
        }
        if (bHit)
        {
            HitPoint = hit.point;
        }

        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、添加脚本查看效果
VR开发--HTC Vive基础(2):瞬移功能实现_第2张图片
Paste_Image.png
VR开发--HTC Vive基础(2):瞬移功能实现_第3张图片
Paste_Image.png
4、如何传送?

编写脚本进行设置

using UnityEngine;
using System.Collections;

public class Teleport : MonoBehaviour {

    public GameObject LeftController;
    private CatchPointer Pointer;
    private SteamVR_TrackedController LeftSt;
    ClickedEventHandler ce;
    Transform currentTransform;
    PointerEventArgs arg;
    void Start () {
        Pointer = LeftController.GetComponent();
        LeftSt = LeftController.GetComponent();
        Pointer.PointerIn += LeftPointIn;
        Pointer.PointerOut += LeftPointOut;
        LeftSt.TriggerClicked += TriggerClicked;

    }
    
    
    void Update () {
    
    }
    void LeftPointOut(object sender, PointerEventArgs e)
    {
        currentTransform = null;
    }
    void LeftPointIn(object sender, PointerEventArgs e)
    {   // 设置标识
        currentTransform = e.target;
    }
    void TriggerClicked(object sender, ClickedEventArgs e)
    {
        if (currentTransform != null)
        {
            this.gameObject.transform.position = new Vector3(Pointer.HitPoint.x - LeftController.transform.localPosition.x, Pointer.HitPoint.y, Pointer.HitPoint.z - LeftController.transform.localPosition.z);
        }  
    }
}

5、如何实现抛物线功能

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