Unity HTC VIVE 手柄 接入(手柄上的按键都有说明)

一、资源导入

从asset store 下载 SteamVR Plugin。然后导入Unity。

Unity HTC VIVE 手柄 接入(手柄上的按键都有说明)_第1张图片

将上图中的prefab拖入场景,然后在steam上装好steamVR,就可以运行了。

二、手柄按键使用说明

触控板的坐标如下图

Unity HTC VIVE 手柄 接入(手柄上的按键都有说明)_第2张图片

直接上代码,哪里不懂看注解就好。controller在刚才拖进场景的prefab里,如下图。

using UnityEngine;
using System.Collections;
//检测手柄功能的脚本 这个脚本挂到手柄上(controller(right)和controller(left))上    
public class HTCStick : MonoBehaviour {
    //手柄    
    SteamVR_TrackedObject trackdeObjec;
    void Awake ( ) {
        //获取手柄上的这个组件    
        trackdeObjec = GetComponent ();
    }
    // Use this for initialization    
    void Start ( ) {
    }
    void FixedUpdate ( ) {   //获取手柄输入    
        var device = SteamVR_Controller.Input ((int)trackdeObjec.index);
        //以下是api中复制出来的按键列表    
        /*       public class ButtonMask  
           {  
               public const ulong System = (1ul << (int)EVRButtonId.k_EButton_System); // reserved  
               public const ulong ApplicationMenu = (1ul << (int)EVRButtonId.k_EButton_ApplicationMenu);  
               public const ulong Grip = (1ul << (int)EVRButtonId.k_EButton_Grip);  
               public const ulong Axis0 = (1ul << (int)EVRButtonId.k_EButton_Axis0);  
               public const ulong Axis1 = (1ul << (int)EVRButtonId.k_EButton_Axis1);  
               public const ulong Axis2 = (1ul << (int)EVRButtonId.k_EButton_Axis2);  
               public const ulong Axis3 = (1ul << (int)EVRButtonId.k_EButton_Axis3);  
               public const ulong Axis4 = (1ul << (int)EVRButtonId.k_EButton_Axis4);  
               public const ulong Touchpad = (1ul << (int)EVRButtonId.k_EButton_SteamVR_Touchpad);  
               public const ulong Trigger = (1ul << (int)EVRButtonId.k_EButton_SteamVR_Trigger);  
           }  
           */

        //每种按键都有GetTouch、GetTouchDown、GetTouchUp、GetPressDown、GetPress、GetPressUp
        //这里只有Trigger扳机键写了6种,其他的不再重复。
        //Trigger的Touch触发条件是扳机键没有按到底,此时不会触发press。触发press时必定触发touch。    
        if (device.GetTouch (SteamVR_Controller.ButtonMask.Trigger)) {
            Debug.Log ("轻按了扳机键");
            //右手震动    
            //拉弓类似操作应该就是按住trigger(扳机)gettouch时持续调用震动方法模拟弓弦绷紧的感觉。    
            var deviceIndex2 = SteamVR_Controller.GetDeviceIndex (SteamVR_Controller.DeviceRelation.Rightmost);
            device.TriggerHapticPulse (1200);
        }

        if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Trigger)) {
            Debug.Log ("轻按了扳机键");
        }

        if (device.GetTouchUp (SteamVR_Controller.ButtonMask.Trigger)) {
            Debug.Log ("松开了扳机键");

            //左手震动    
            var deviceIndex = SteamVR_Controller.GetDeviceIndex (SteamVR_Controller.DeviceRelation.Leftmost);
            SteamVR_Controller.Input (deviceIndex).TriggerHapticPulse (3000);

            //右手震动    
            var deviceIndex1 = SteamVR_Controller.GetDeviceIndex (SteamVR_Controller.DeviceRelation.Rightmost);
            SteamVR_Controller.Input (deviceIndex1).TriggerHapticPulse (3000);
        }

        if (device.GetPressDown (SteamVR_Controller.ButtonMask.Trigger)) {
            Debug.Log ("用press按下了trigger扳机键");
        }
        if (device.GetPress (SteamVR_Controller.ButtonMask.Trigger)) {
            Debug.Log ("用press按了trigger扳机键");
        }
        if (device.GetPressUp (SteamVR_Controller.ButtonMask.Trigger)) {
            Debug.Log ("用press松开了trigger扳机键");
        }

        //system键 圆盘下面那个键     
        // reserved 为Steam系统保留,用来调出Steam系统菜单 因此自己加的功能没用  下面的打印不会出现   
        if (device.GetTouchDown (SteamVR_Controller.ButtonMask.System)) {
            Debug.Log ("按下了system系统按钮");
        }
        if (device.GetPressDown (SteamVR_Controller.ButtonMask.System)) {
            Debug.Log ("用press按下了系统按钮");
        }

        //ApplicationMenu键 带菜单标志的那个按键(在方向圆盘上面)    
        //ApplicationMenu键 的Touch和Press没有区别,触发都要按下去
        if (device.GetTouchDown (SteamVR_Controller.ButtonMask.ApplicationMenu)) {
            Debug.Log ("按下了 ApplicationMenu菜单键");
        }
        if (device.GetPressDown (SteamVR_Controller.ButtonMask.ApplicationMenu)) {
            Debug.Log ("用press按下了ApplicationMenu菜单键");
        }

        //Grip键 手柄两侧的按键 每个手柄左右各一且功能相同,同一手柄两个键是一个键。   
        //Grip键 的Touch和Press没有区别,触发都要按下去
        if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Grip)) {
            Debug.Log ("按下了 Grip");
        }
        if (device.GetPressDown (SteamVR_Controller.ButtonMask.Grip)) {
            Debug.Log ("用press按下了 Grip");
        }

        //Axis0键和Touchpad是等价的 与圆盘有关 详情看下面的TouchPad这里不再赘述
        //触摸触发    
        if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Axis0)) {
            Debug.Log ("按下了 Axis0");
        }
        //按动触发    
        if (device.GetPressDown (SteamVR_Controller.ButtonMask.Axis0)) {
            Debug.Log ("用press按下了Axis0");
        }

        //Axis1键  等价于Trigger键详情看上面的Trigger按钮 这里不再赘述
        //触摸触发    
        if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Axis1)) {
            Debug.Log ("按下了Axis1");
        }
        //按动触发     
        if (device.GetPressDown (SteamVR_Controller.ButtonMask.Axis1)) {
            Debug.Log ("用press按下了Axis1");
        }

        //Axis2键 目前未发现按键位置    
        //触摸触发    
        if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Axis2)) {
            Debug.Log ("按下了 Axis2");
        }
        //按动触发    
        if (device.GetPressDown (SteamVR_Controller.ButtonMask.Axis2)) {
            Debug.Log ("用press按下了Axis2");
        }

        //Axis3键  目前未发现按键位置    
        //触摸触发    
        if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Axis3)) {
            Debug.Log ("按下了Axis3");
        }
        //按动触发    
        if (device.GetPressDown (SteamVR_Controller.ButtonMask.Axis3)) {
            Debug.Log ("用press按下了Axis3");
        }

        //Axis4键  目前未发现按键位置    
        //触摸触发    
        if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Axis4)) {
            Debug.Log ("按下了Axis4");
        }
        //按动触发    
        if (device.GetPressDown (SteamVR_Controller.ButtonMask.Axis4)) {
            Debug.Log ("用press按下了Axis4");
        }

        //Touchpad键 圆盘交互    
        //触摸触发    
        if (device.GetTouchDown (SteamVR_Controller.ButtonMask.Touchpad)) {
            Debug.Log ("按下了 Touchpad");

            //方法返回一个坐标 接触圆盘位置    
            Vector2 cc = device.GetAxis ();
            Debug.Log (cc);
            // 例子:圆盘分成上下左右    
            float angle = VectorAngle (new Vector2 (1, 0), cc);
            Debug.Log (angle);
            //下    
            if (angle > 45 && angle < 135) {
                Debug.Log ("下");
            }
            //上    
            if (angle < -45 && angle > -135) {
                Debug.Log ("上");
            }
            //左    
            if ((angle < 180 && angle > 135) || (angle < -135 && angle > -180)) {
                Debug.Log ("左");
            }
            //右    
            if ((angle > 0 && angle < 45) || (angle > -45 && angle < 0)) {
                Debug.Log ("右");
            }
        }
        //按动触发    
        if (device.GetPressDown (SteamVR_Controller.ButtonMask.Touchpad)) {
            Debug.Log ("用press按下了Touchpad");
            Vector2 cc = device.GetAxis ();
            Debug.Log (cc);
        }
    }
    // Update is called once per frame    
    void Update ( ) {

    }
    //方向圆盘最好配合这个使用 圆盘的.GetAxis()会检测返回一个二位向量,可用角度划分圆盘按键数量    
    //这个函数输入两个二维向量会返回一个夹角 180 到 -180    
    float VectorAngle (Vector2 from, Vector2 to) {
        float angle;
        Vector3 cross = Vector3.Cross (from, to);
        angle = Vector2.Angle (from, to);
        return cross.z > 0 ? -angle : angle;
    }
}


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