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  • Unity3D学习笔记(三十八):VR开发

    设备安装:HTC View
     
    驱动安装:Steam - SteamVR

    设备激活

    Unity开发
    下载安装开发包
    Asset Store - SteamVR Plugin
    SteamVRDemo1-镜头
    SteamVRDemo2-交互场景
    Demo1-交互基础部分
    手柄按键
    正面:
    ----系统
    ----触控盘(半径为1的二维坐标)
    ----手柄开关(单击激活,长按关闭)
    侧面:
    ----侧面按键
    背面:
    ----扳机键
     
    场景摄像头设置
    Camera添加SteamVR组件,即可完成头戴摄像机功能
    按键输入设置
    手部设备
    代码逻辑
    创建枚举类型,区分左右手柄
    双手武器,需要获取另外一只手的引用
    /// <summary>
    /// 手柄类型 用于初始化手柄设备
    /// </summary>
    public HandType handType = HandType.LeftHand;
    // 手上拿的武器是单手还是双手的
    public ItemPackage.ItemPackageType itemType = ItemPackage.ItemPackageType.OneHanded;
    public HandDevice otherHand = null;
    /// <summary>
    /// 控制手柄的设备
    /// </summary>
    public SteamVR_Controller.Device controller;
    SteamVR_Controller类
    通用按键(通过枚举类型和键值控制相应按键)
    public bool GetPress(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) != 0; }
    public bool GetPressDown(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) != 0 && (prevState.ulButtonPressed & buttonMask) == 0; }
    public bool GetPressUp(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) == 0 && (prevState.ulButtonPressed & buttonMask) != 0; }
    
    
    public bool GetPress(EVRButtonId buttonId) { return GetPress(1ul << (int)buttonId); }
    public bool GetPressDown(EVRButtonId buttonId) { return GetPressDown(1ul << (int)buttonId); }
    public bool GetPressUp(EVRButtonId buttonId) { return GetPressUp(1ul << (int)buttonId); }

    触控盘(方法,枚举,轴值)

    public bool GetTouch(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) != 0; }
    public bool GetTouchDown(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) != 0 && (prevState.ulButtonTouched & buttonMask) == 0; }
    public bool GetTouchUp(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) == 0 && (prevState.ulButtonTouched & buttonMask) != 0; }
    
    public bool GetTouch(EVRButtonId buttonId) { return GetTouch(1ul << (int)buttonId); }
    public bool GetTouchDown(EVRButtonId buttonId) { return GetTouchDown(1ul << (int)buttonId); }
    public bool GetTouchUp(EVRButtonId buttonId) { return GetTouchUp(1ul << (int)buttonId); }
    
    public Vector2 GetAxis(EVRButtonId buttonId = EVRButtonId.k_EButton_SteamVR_Touchpad)
    {
           Update();
           var axisId = (uint)buttonId - (uint)EVRButtonId.k_EButton_Axis0;
           switch (axisId)
           {
                  case 0: return new Vector2(state.rAxis0.x, state.rAxis0.y);
                  case 1: return new Vector2(state.rAxis1.x, state.rAxis1.y);
                  case 2: return new Vector2(state.rAxis2.x, state.rAxis2.y);
                  case 3: return new Vector2(state.rAxis3.x, state.rAxis3.y);
                  case 4: return new Vector2(state.rAxis4.x, state.rAxis4.y);
           }
           return Vector2.zero;
    }
    震动方法,只有触控盘和侧面按键有
    public void TriggerHapticPulse(ushort durationMicroSec = 500, EVRButtonId buttonId = EVRButtonId.k_EButton_SteamVR_Touchpad)
    {
           var system = OpenVR.System;
           if (system != null)
           {
                  var axisId = (uint)buttonId - (uint)EVRButtonId.k_EButton_Axis0;
                  system.TriggerHapticPulse(index, axisId, (char)durationMicroSec);
           }
    }

    扳机键(方法,枚举,轴值)

    public float hairTriggerDelta = 0.1f; // amount trigger must be pulled or released to change state
    float hairTriggerLimit;
    bool hairTriggerState, hairTriggerPrevState;
    void UpdateHairTrigger()
    {
           hairTriggerPrevState = hairTriggerState;
           var value = state.rAxis1.x; // trigger
           if (hairTriggerState)
           {
                  if (value < hairTriggerLimit - hairTriggerDelta || value <= 0.0f)
                         hairTriggerState = false;
           }
           else
           {
                  if (value > hairTriggerLimit + hairTriggerDelta || value >= 1.0f)
                         hairTriggerState = true;
           }
           hairTriggerLimit = hairTriggerState ? Mathf.Max(hairTriggerLimit, value) : Mathf.Min(hairTriggerLimit, value);
    }
    public bool GetHairTrigger() { Update(); return hairTriggerState; }
    public bool GetHairTriggerDown() { Update(); return hairTriggerState && !hairTriggerPrevState; }
    public bool GetHairTriggerUp() { Update(); return !hairTriggerState && hairTriggerPrevState; }
    侧面按键(枚举)
     
    Demo2-交互升级部分-射击
    private void InputDebug()
        {
            if (controller == null) return;
            // 按扳机键
            if (controller.GetPressDown(EVRButtonId.k_EButton_SteamVR_Trigger)
                || controller.GetPressDown(EVRButtonId.k_EButton_Axis1))
            {
                Debug.Log("按下扳机键");
                GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                obj.transform.localScale = Vector3.one * 0.1f;
                obj.transform.position = transform.position;
                Rigidbody rig = obj.AddComponent<Rigidbody>();
                rig.AddForce(transform.forward * 400f);
                Destroy(obj, 2f);
            }
            //if (controller.GetTouch(EVRButtonId.k_EButton_Axis0))
            //{
            //    Debug.Log("接触了触控盘");
            //}
            if (controller.GetPressDown(EVRButtonId.k_EButton_SteamVR_Touchpad)
                || controller.GetPressDown(EVRButtonId.k_EButton_Axis0))
            {
                Debug.Log("按下触控盘");
            }
            // 获得触控盘轴值 轴值在半径为1的圆上
            Vector2 touchPad = controller.GetAxis();
            if (touchPad != Vector2.zero)
            {
                Debug.Log("touchPad : " + touchPad);
                GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                obj.transform.localScale = Vector3.one * 0.01f;
                obj.transform.position = new Vector3(touchPad.x, 0, touchPad.y);
            }
            if (controller.GetPressDown(EVRButtonId.k_EButton_Grip))
            {
                Debug.Log("Grip...侧面按键被按下");
                StartCoroutine(TriggerHapticPulse());
            }
        }
     
    VR界面UI
    世界坐标系,画布渲染模式改成世界空间
    UI都需要改成3D的

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  • 原文地址:https://www.cnblogs.com/vuciao/p/10363731.html
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