VR开发实战之HTC Vive实现瞬移功能

一.什么是瞬移功能?

瞬移就是使用手柄选取一个位置,通过扳机键进行瞬间移动。
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。
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。
PS : 我们通过射线检测的方法进行开发,因为HTC Vive有类似的脚本。所以我们只需更改脚本的某些部分就可实现瞬移功能。

二.案例详解

1.下载Steam VR,导入资源
VR开发实战之HTC Vive实现瞬移功能_第1张图片
2.将脚本复制,修改类名(部分脚本)
VR开发实战之HTC Vive实现瞬移功能_第2张图片
using UnityEngine;
using System.Collections;

public class SteamVR_LaserPointer : 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;
    holder.transform.localRotation = Quaternion.identity;

    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);
    pointer.transform.localRotation = Quaternion.identity;
    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)
    {
        HitPoint = hit.point;
    }
    if (bHit && hit.distance < 100f)
    {
        dist = hit.distance;
    }

    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
VR开发实战之HTC Vive实现瞬移功能_第3张图片
VR开发实战之HTC Vive实现瞬移功能_第4张图片
4.添加传送脚本
public class Test_TelePointer : MonoBehaviour {

//拿到手柄对象
public GameObject LeftController;
//修改后的射线检查脚本
private Test_LaserPointer Pointer;
//右手柄的控制器
private SteamVR_TrackedController LeftSt;
//事件调用函数
ClickedEventHandler ce;
//当前的目标位置
Transform currentTransform;
    //碰撞事件
PointerEventArgs arg;

void Start () {
    Pointer = LeftController.GetComponent();
    LeftSt = LeftController.GetComponent();
    //利用Laserpoint里面的事件函数来检测目标位置
    Pointer.PointerIn += LeftPointIn;
    //利用Laserpoint里面的事件函数来检测目标位置
    Pointer.PointerOut += LeftPointOut;
    //利用手柄控制器来检测我们的扳机事件
    LeftSt.TriggerClicked += TriggerClicked;
}


void Update () {

}

//没有检测到碰撞信息
void LeftPointOut(object sender, PointerEventArgs e)
{
    //当前位置为空
    currentTransform = null;
}
//检测到碰撞信息
void LeftPointIn(object sender, PointerEventArgs e)
{   
    // 设置目标位置为检测到的目标
    currentTransform = e.target;
}
//扳机事件
void TriggerClicked(object sender, ClickedEventArgs e)
{
    //如果检测到目标位置
    if (currentTransform != null)
    {
        //移动
        this.gameObject.transform.position = new Vector3(Pointer.HitPoint.x - LeftController.transform.localPosition.x, Pointer.HitPoint.y, Pointer.HitPoint.z - LeftController.transform.localPosition.z);
    }  
}

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