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SteamVR2.0 射线与物体交互,部分代码注释

SteamVR2.0 射线与物体交互,部分代码注释

作者: 86a262e62b0b | 来源:发表于2019-07-30 11:00 被阅读0次

通过本文章能知道:

  1. 绘制出自己的射线

  2. 如何利用射线,并通过事件、委托,来实现射线与其他物体交互

  3. 注意:
    删减了SteamVR2.0自带LaserPointer脚本,提取了重点代码。

  • 发送者代码:
using UnityEngine;
using Valve.VR;

public class My_LaserPointer : MonoBehaviour
{
    public SteamVR_Behaviour_Pose pose; //可以获取是哪个手柄
    public SteamVR_Action_Boolean interactWithUI = SteamVR_Input.GetBooleanAction("InteractUI");    //行为类

    public LayerMask layerMask;
    //public QueryTriggerInteraction queryTriggerInteraction;

    public float dist = 100f; //射线检测最远距离
    public Color color;    //激光的颜色
    public Color clickColor = Color.green;//按下,激光的颜色
    public float thickness = 0.0025f; //激光束的粗细(创建了一个立方体,按下面的scale,x、y是0.002,z是100,就能看 到是一条很长的细线了)

    public GameObject holder;//一个空的GameObject,用于作激光束的父亲
    public GameObject pointer;  //激光束本身,是用一个立方体拉长来模拟的(为啥不用圆柱体?显然立方体要比圆柱体渲染简单得多,在很细的情况下,用立方体是明智的选择)

    private bool isActive = false; //用来判断是否为第一次调用
    private Transform previousContact = null;    //上次激光命中的物体的transform对象,用于判断是否命中同一个物体
    private float currentDist;//射线检测到物体时的距离

    public struct MyEventArgs       //通知
    {
        public SteamVR_Input_Sources fromInputSource;   //从那个手柄触发
        public uint flags;
        public float distance;      //距离
        public Transform target;    //哪个对象收到该通知
    }

    public delegate void MyEventHandler(object sender, MyEventArgs e);

    /**
    * 用来给外部提供委托。
    * 委托与事件实现了设计模式中的观察者模式,即一个为订阅者,一个为发送者。当消息发送时,凡是注册/订阅的用户都能收到
    */
    public event MyEventHandler PointerIn;
    public event MyEventHandler PointerOut;
    public event MyEventHandler PointerClick;

    private void Start()
    {
        if (pose == null)
            pose = this.GetComponent<SteamVR_Behaviour_Pose>();
        if (pose == null)
            Debug.LogError("No SteamVR_Behaviour_Pose component found on this object");

        if (interactWithUI == null)
            Debug.LogError("No ui interaction action has been set on this component.");
         
        CreateRay();
    }

    private void CreateRay()
    {
        holder = new GameObject();                  //激光束的父亲      
        holder.transform.parent = this.transform;
        holder.transform.localPosition = Vector3.zero;
        holder.transform.localRotation = Quaternion.identity;

        pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);               //创建激光束,用长方体模拟
        pointer.transform.parent = holder.transform;
        pointer.transform.localScale = new Vector3(thickness, thickness, 100f); //设置locale为(0.002,0.002,100),看起来就是一条很长的线 
        pointer.transform.localPosition = new Vector3(0f, 0f, 50f);//位置设在父亲的(0,0,50)位置,因为对于立方体(长方体),其中心在立方体中心,因为上面被放大到了100倍,那移动位置到(0,0,50)可以让激光束的起点为父亲
        pointer.transform.localRotation = Quaternion.identity;

        //新建纯色材质并添加到MeshRender中。Color值通过inspector设置
        Material newMaterial = new Material(Shader.Find("Unlit/Color"));
        newMaterial.SetColor("_Color", color);
        pointer.GetComponent<MeshRenderer>().material = newMaterial;
    }

    public virtual void OnPointerIn(MyEventArgs e)
    {
        //回调激光命中委托
        if (PointerIn != null)
            PointerIn(this, e);
    }

    public virtual void OnPointerClick(MyEventArgs e)
    {
        if (PointerClick != null)
            PointerClick(this, e);
    }

    public virtual void OnPointerOut(MyEventArgs e)
    {
        //回调激光离开委托
        if (PointerOut != null)
            PointerOut(this, e);
    }


    private void Update()
    {
        if (!isActive) //如果第一次调用
        {
            isActive = true;
            this.transform.GetChild(0).gameObject.SetActive(true); //当前物体transform的第一个child就是holder
        }

        //此处请自行优化
        Ray raycast = new Ray(transform.position, transform.forward); //  构造一条射线
        RaycastHit hit;
        bool bHit = Physics.Raycast(raycast, out hit, dist,layerMask);

        //  如果之前已经有一个命中的物体,而当前命中的物体不是之前那个,那么说明前一个命中的物体就要收到射线离开的通知
        if (previousContact && previousContact != hit.transform)
        {
            MyEventArgs args = new MyEventArgs();   //通知
            args.fromInputSource = pose.inputSource;
            args.distance = 0f;
            args.flags = 0;
            args.target = previousContact;  //该由哪个对象收到?

            OnPointerOut(args);
            previousContact = null; //清除上一次命中的物体
        }

        //如果光线与Collider相碰 并且不是之前的物体
        if (bHit && previousContact != hit.transform)
        {
            MyEventArgs argsIn = new MyEventArgs();
            argsIn.fromInputSource = pose.inputSource;
            argsIn.distance = hit.distance; 
            argsIn.flags = 0;
            argsIn.target = hit.transform;

            OnPointerIn(argsIn);
            
            previousContact = hit.transform;// 记录这一次命中的物体
        }

        //如果没有命中
        if (!bHit)
        {
            previousContact = null; //清空
        }

        ////如果命中物体距离小于最大距离,则记录下来,否则最远就是100米
        //if (bHit && hit.distance <= dist)
        //{
        //    dist = hit.distance;
        //}

        currentDist = hit.distance;

        if (bHit && interactWithUI.GetStateUp(pose.inputSource))
        {
            MyEventArgs argsClick = new MyEventArgs();
            argsClick.fromInputSource = pose.inputSource;
            argsClick.distance = hit.distance;
            argsClick.flags = 0;
            argsClick.target = hit.transform;

            OnPointerClick(argsClick);
        }

        if (interactWithUI != null && interactWithUI.GetState(pose.inputSource))
        {
            //当...,将光束的粗细增大5倍,同时长度会设为currentDist,这样看起来光束就会到命中点截止,不会穿透物体
            pointer.transform.localScale = new Vector3(thickness * 5f, thickness * 5f, currentDist);
            pointer.GetComponent<MeshRenderer>().material.color = clickColor;
        }
        else
        {
            //当...时,显示原始粗细的光束
            pointer.transform.localScale = new Vector3(thickness, thickness, currentDist);
            pointer.GetComponent<MeshRenderer>().material.color = color;
        }

        //光束的位置总是设在光束长度的一半的位置,使得光束看起来总是从手柄发出来的
        pointer.transform.localPosition = new Vector3(0f, 0f, currentDist / 2f);
    }
}
  • 订阅者,挂在你需要交互的物体上
using UnityEngine;
using static My_LaserPointer;

//接收者
public class MyReceiver : MonoBehaviour
{
    public GameObject LaserOwner;     //SteamVR_LaserPointer类所在的位置
    private My_LaserPointer LaserSender;

    void Start()
    {
        LaserSender = LaserOwner.GetComponent<My_LaserPointer>();

        AddDelegate();
    }

    private void MyMoveIn(object send, MyEventArgs e)
    {
        if (e.target.Equals(transform)) //是不是自己
        {
            Debug.Log("MyMoveIn 1");
        }
    }

    private void MyMoveOut(object send, MyEventArgs e)
    {
        if (e.target.Equals(transform)) //是不是自己
        {
            Debug.Log("MyMoveOut 1");
        }
    }
    private void MyClick(object send, MyEventArgs e)
    {
        if (e.target.Equals(transform)) //是不是自己
        {
            Debug.Log("MyClick 1");
        }
    }

    private void AddDelegate()
    {
        if (LaserSender != null)
        {
            LaserSender.PointerIn += MyMoveIn;
            LaserSender.PointerOut += MyMoveOut;
            LaserSender.PointerClick += MyClick;
        }
        else
        {
            Debug.Log("LaserSender为空");
        }
    }

    private void DeleteDelegate()
    {
        if (LaserSender != null)
        {
            LaserSender.PointerIn -= MyMoveIn;
            LaserSender.PointerOut -= MyMoveOut;
            LaserSender.PointerClick -= MyClick;
        }
    }

    private void OnDestroy()
    {
        DeleteDelegate();
    }
}
  • 另外,如果想和界面交互,请添加触发器,调整layerMask。

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