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VR开发--CardboardSDK解析

VR开发--CardboardSDK解析

作者: 元宇宙协会 | 来源:发表于2016-12-27 11:30 被阅读391次

    虚拟成像原理


    Paste_Image.png

    1、首先SDK里面有什么

    Paste_Image.png 来源游戏蛮牛gmq517

    Cardboard脚本解析

    1-Cardboard.cs

    这是提供访问底层方法的类.

    Paste_Image.png Paste_Image.png Paste_Image.png Paste_Image.png Paste_Image.png Paste_Image.png
    2-CardboardEye.cs
    using UnityEngine;
    
    /// in order to reset its cache.
    [RequireComponent(typeof(Camera))]
    [AddComponentMenu("Cardboard/CardboardEye")]
    public class CardboardEye : MonoBehaviour {
      /// Whether this is the left eye or the right eye.
      /// Determines which stereo eye to render, that is, which `EyeOffset` and
      /// `Projection` matrix to use and which half of the screen to render to.
      /// 确定要渲染的立体眼睛,就是用EyeOffset和projecttion 矩阵并且去渲染到屏幕的哪一半
      public Cardboard.Eye eye;
    
      /// Allows you to flip on or off specific culling mask layers for just this
      /// eye.  The mask is a toggle:  The eye's culling mask is first copied from
      /// the parent mono camera, and then the layers specified here are flipped.
      /// Each eye has its own toggle mask.
      /// 允许你为这个眼睛打开或关闭特定的剔除层.是一个触发器,这个层首先从父相机复制,然后在此制定那些层被启用,每只眼睛有它自己的剔除层
      [Tooltip("Culling mask layers that this eye should toggle relative to the parent camera.")]
      public LayerMask toggleCullingMask = 0;
    
        /// The StereoController in charge of this eye (and whose mono camera
        /// we will copy settings from).
        /// 返回StereoController 控制这个眼睛
        public StereoController Controller {
        // This property is set up to work both in editor and in player.
        get {
          if (transform.parent == null) { // Should not happen.
            return null;
          }
          if ((Application.isEditor && !Application.isPlaying) || controller == null) {
            // Go find our controller.
            return transform.parent.GetComponentInParent<StereoController>();
          }
          return controller;
        }
      }
    
        /// Returns the closest ancestor CardboardHead.
        /// @note Uses GetComponentInParent(), so the result will be null if no active ancestor is found.
        /// 返回父类CardboardHead
        public CardboardHead Head {
        get {
          return GetComponentInParent<CardboardHead>();
        }
      }
    
    3-CardboardHead.cs

    将此脚本附加到任何与用户头部运动相匹配的游戏对象上。也就是说Head模拟了现实中用户的头,Head下的部分都是头的一部分.
    里面有:
    Main Camera与GazePointer
    Main Camera就是我们的视野,左右眼睛.
    GazePointer其实就是视野注视点的实体,将这个注视点作为头部的一部分,跟随头部旋转.

    1 2
    4-GazeInputModule.cs

    提供了一个Unity的BaseInputModule类的实现,使得UGUI可以通过触发与触摸的方式来选择和使用

    Paste_Image.png
    Cardboard 的UI 系统是基于UGUI制作的.
    我们在上一篇项目http://www.jianshu.com/p/3696bc837551
    里面应该已经看到,我们修改并将GazeInputModule.cs脚本添加到EventSystem中
    GazeInputModule:

    这个脚本控制人眼视角发射的射线并触发相应的事件。

     public override void Process() {
        // Save the previous Game Object
        GameObject gazeObjectPrevious = GetCurrentGameObject();
    
        CastRayFromGaze();   // 控制射线发射,先将3D坐标转换为2D UI坐标系,发出射线
        UpdateCurrentObject(); // 更新选中物体的状态,比如按钮会设置选中状态等
        UpdateReticle(gazeObjectPrevious); // 
    
        // Get the camera
        Camera camera = pointerData.enterEventCamera;
    
        // Handle input
        if (!Cardboard.SDK.TapIsTrigger && !Input.GetMouseButtonDown(0) && Input.GetMouseButton(0)) {
          // Drag is only supported if TapIsTrigger is false.
          HandleDrag();           // 拖动状态
        } else if (Time.unscaledTime - pointerData.clickTime < clickTime) {
          // Delay new events until clickTime has passed.
        } else if (!pointerData.eligibleForClick &&
                   (Cardboard.SDK.Triggered || !Cardboard.SDK.TapIsTrigger && Input.GetMouseButtonDown(0))) {
         
          HandleTrigger();           //触发事件
          if (cardboardPointer != null) {
            cardboardPointer.OnGazeTriggerStart(camera);
          }
        } else if (!Cardboard.SDK.Triggered && !Input.GetMouseButton(0)) {
          HandlePendingClick(); // 就是光标选中,啥也没干
        }
      }
    
    5-StereoController.cs
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