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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转载自www.cnblogs.com/ciaowoo/p/10363731.html