2017-09-30 268 views
0

我想使用Gear VR控制器和Oculus SDK制作Gear VR应用程序。 我得到了GazePointerRing与控制器预制工作。在我的应用程序中有一个可见的分划板,我可以使用Gear VR控制器移动。它检测我放置在场景中的立方体。 我现在想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,并可以四处移动,直到我放开按钮。我一直在OVR Physics Raycaster脚本中搜索如何调用raycast命令并将它输入到if语句中的按钮命令中。但是我无法找到一种方法来调用一个对象的raycast命中。 这是OVR物理Raycaster脚本代码魔环:在Unity中使用Gear VR控制器移动一个立方体

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); 
    } 
} 
} 

回答

0

先决条件:确保在场景中有OVR经理,它是独立的,并需要对GearVR控制器(OVRInput类)工作。

我通常的做法是将光线投射在控制器锚位置前进的光线并检查它是否击中所需的对象

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); 
     } 
    } 
} 
+0

我在现场得到了OVRManager。感谢您分享您的光线投射方法,它看起来非常清晰。我想我可以继续努力,现在就试着去实现它。 –

+0

嗨,关于您对raycast脚本的解决方法只是一些问题。 1.游戏对象侦测线是您正在瞄准的控制器还是您想与之互动的一个游戏对象? 2.代码的用途是什么: MyComponent target = _hitInfo.collider.gameObject.GetComponent (); MyComponent应该是什么?例如,通过指向它将一个立方体移动到不同的位置,MyComponent应该是什么? –

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