01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 | using UnityEngine; using System.Collections; [RequireComponent( typeof (SteamVR_TrackedObject))] public class SteamVR_TestThrow : MonoBehaviour { //预设,用于投掷的物体 public GameObject prefab; //位于手柄上的刚体,也就是预设物体出现的地方 public Rigidbody attachPoint; //追踪的设备,这里是我们的手柄 SteamVR_TrackedObject trackedObj; //固定关节 FixedJoint joint; void Awake() { //获取追踪的设备,即手柄 trackedObj = GetComponent<SteamVR_TrackedObject>(); } void FixedUpdate() { //获取手柄的输入,也就是用户的输入 var device = SteamVR_Controller.Input(( int )trackedObj.index); //如果关节为空 且 用户按下扳机 if (joint == null && device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger)) { //把预设实例化并设置其位置在手柄上的指定位置,这个指定位置就是手柄上的那个圈圈 var go = GameObject.Instantiate(prefab); go.transform.position = attachPoint.transform.position; //把关节组件添加到实例化的对象上,链接的位置就是这个刚体,添加这个组件的目的就是为了当你松开Trigger的时候分开手柄和预设物体 //这个FixedJoint组件实际上就是一个关节,作用是链接两个物体 joint = go.AddComponent<FixedJoint>(); joint.connectedBody = attachPoint; } //又如果关节不为空 且 手柄上的扳机Trigger松开的时候 else if (joint != null && device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger)) { //获取关节上的游戏对象,获取其刚体 var go = joint.gameObject; var rigidbody = go.GetComponent<Rigidbody>(); //立即摧毁关节,并置为空 Object.DestroyImmediate(joint); joint = null ; //15秒后摧毁该对象 Object.Destroy(go, 15.0f); // We should probably apply the offset between trackedObj.transform.position // and device.transform.pos to insert into the physics sim at the correct // location, however, we would then want to predict ahead the visual representation // by the same amount we are predicting our render poses. //大概意思是:我们也许应该在正确的位置应用trackedObj.transform.position和device.transform.pos之间的偏移量到物理模拟中去 //然而,如果那样的话我们就想要预测和渲染动作同样数量的视觉位置 //原始位置有的话就是原始位置,没有的话取其父类 var origin = trackedObj.origin ? trackedObj.origin : trackedObj.transform.parent; if (origin != null ) { //取其速度和角度 rigidbody.velocity = origin.TransformVector(device.velocity); rigidbody.angularVelocity = origin.TransformVector(device.angularVelocity); } else { rigidbody.velocity = device.velocity; rigidbody.angularVelocity = device.angularVelocity; } //最大角速度 rigidbody.maxAngularVelocity = rigidbody.angularVelocity.magnitude; } } } |
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using Valve.VR; //结构体,点击事件参数 public struct ClickedEventArgs { //控制器索引 public uint controllerIndex; //标记 public uint flags; //控制板上的坐标 public float padX, padY; } //委托,点击事件句柄 public delegate void ClickedEventHandler( object sender, ClickedEventArgs e); public class SteamVR_TrackedController : MonoBehaviour { //控制器索引 public uint controllerIndex; //控制器状态 public VRControllerState_t controllerState; //按下扳机与否 public bool triggerPressed = false ; //这个是正面最下方的按钮,对应Steam系统 public bool steamPressed = false ; //这个是最上方的菜单按钮 public bool menuPressed = false ; //这个pad控制板是中间的圆形触摸区域,功能比较多 public bool padPressed = false ; public bool padTouched = false ; //这个是负责判断是否握住了手柄 public bool gripped = false ; //菜单点击事件句柄 public event ClickedEventHandler MenuButtonClicked; public event ClickedEventHandler MenuButtonUnclicked; //扳机扣动事件句柄 public event ClickedEventHandler TriggerClicked; public event ClickedEventHandler TriggerUnclicked; //Steam点击事件句柄 public event ClickedEventHandler SteamClicked; //触摸板点击事件句柄 public event ClickedEventHandler PadClicked; public event ClickedEventHandler PadUnclicked; //触摸板触摸事件句柄 public event ClickedEventHandler PadTouched; public event ClickedEventHandler PadUntouched; //抓取事件句柄 public event ClickedEventHandler Gripped; public event ClickedEventHandler Ungripped; // Use this for initialization void Start() { //如果没有SteamVR_TrackedObject组件,则添加该组件 if ( this .GetComponent<SteamVR_TrackedObject>() == null ) { gameObject.AddComponent<SteamVR_TrackedObject>(); } //索引赋值 this .GetComponent<SteamVR_TrackedObject>().index = (SteamVR_TrackedObject.EIndex)controllerIndex; //如果有SteamVR_RenderModel组件则对该组件索引进行赋值 if ( this .GetComponent<SteamVR_RenderModel>() != null ) { this .GetComponent<SteamVR_RenderModel>().index = (SteamVR_TrackedObject.EIndex)controllerIndex; } } /// <summary> /// 引发扳机按下事件 /// </summary> /// <param name="e">E.</param> public virtual void OnTriggerClicked(ClickedEventArgs e) { if (TriggerClicked != null ) TriggerClicked( this , e); } /// <summary> /// 引发扳机松开事件 /// </summary> /// <param name="e">E.</param> public virtual void OnTriggerUnclicked(ClickedEventArgs e) { if (TriggerUnclicked != null ) TriggerUnclicked( this , e); } /// <summary> /// 引发菜单点击事件 /// </summary> /// <param name="e">E.</param> public virtual void OnMenuClicked(ClickedEventArgs e) { if (MenuButtonClicked != null ) MenuButtonClicked( this , e); } /// <summary> /// 引发菜单松开事件 /// </summary> /// <param name="e">E.</param> public virtual void OnMenuUnclicked(ClickedEventArgs e) { if (MenuButtonUnclicked != null ) MenuButtonUnclicked( this , e); } /// <summary> /// 引发系统按钮点击事件 /// </summary> /// <param name="e">E.</param> public virtual void OnSteamClicked(ClickedEventArgs e) { if (SteamClicked != null ) SteamClicked( this , e); } /// <summary> /// 引发触摸板点击事件 /// </summary> /// <param name="e">E.</param> public virtual void OnPadClicked(ClickedEventArgs e) { if (PadClicked != null ) PadClicked( this , e); } /// <summary> /// 引发触摸板未点击事件 /// </summary> /// <param name="e">E.</param> public virtual void OnPadUnclicked(ClickedEventArgs e) { if (PadUnclicked != null ) PadUnclicked( this , e); } /// <summary> /// 引发触摸板触摸事件 /// </summary> /// <param name="e">E.</param> public virtual void OnPadTouched(ClickedEventArgs e) { if (PadTouched != null ) PadTouched( this , e); } /// <summary> /// 引发触摸板没有触摸事件 /// </summary> /// <param name="e">E.</param> public virtual void OnPadUntouched(ClickedEventArgs e) { if (PadUntouched != null ) PadUntouched( this , e); } /// <summary> /// 引发握紧事件 /// </summary> /// <param name="e">E.</param> public virtual void OnGripped(ClickedEventArgs e) { if (Gripped != null ) Gripped( this , e); } /// <summary> /// 引发未握紧事件 /// </summary> /// <param name="e">E.</param> public virtual void OnUngripped(ClickedEventArgs e) { if (Ungripped != null ) Ungripped( this , e); } // Update is called once per frame void Update() { //OpenVR是在GitHub上开源的,详情见之前发的资源帖,此处引用 var system = OpenVR.System; //系统不为空 且 成功获取手柄控制器状态 if (system != null && system.GetControllerState(controllerIndex, ref controllerState)) { //手柄状态中的无符号64位整数按钮按下 且 扳机按钮左移一个单位(此处要参考OpenVR) ulong trigger = controllerState.ulButtonPressed & (1UL << (( int )EVRButtonId.k_EButton_SteamVR_Trigger)); //针对扳机点击事件属性的一系列赋值 if (trigger > 0L && !triggerPressed) { triggerPressed = true ; ClickedEventArgs e; e.controllerIndex = controllerIndex; e.flags = ( uint )controllerState.ulButtonPressed; e.padX = controllerState.rAxis0.x; e.padY = controllerState.rAxis0.y; OnTriggerClicked(e); } else if (trigger == 0L && triggerPressed) { triggerPressed = false ; ClickedEventArgs e; e.controllerIndex = controllerIndex; e.flags = ( uint )controllerState.ulButtonPressed; e.padX = controllerState.rAxis0.x; e.padY = controllerState.rAxis0.y; OnTriggerUnclicked(e); } //同上,紧握赋值 ulong grip = controllerState.ulButtonPressed & (1UL << (( int )EVRButtonId.k_EButton_Grip)); //同上,针对紧握事件属性的一系列赋值 if (grip > 0L && !gripped) { gripped = true ; ClickedEventArgs e; e.controllerIndex = controllerIndex; e.flags = ( uint )controllerState.ulButtonPressed; e.padX = controllerState.rAxis0.x; e.padY = controllerState.rAxis0.y; OnGripped(e); } else if (grip == 0L && gripped) { gripped = false ; ClickedEventArgs e; e.controllerIndex = controllerIndex; e.flags = ( uint )controllerState.ulButtonPressed; e.padX = controllerState.rAxis0.x; e.padY = controllerState.rAxis0.y; OnUngripped(e); } //同上,触摸板按下事件赋值 ulong pad = controllerState.ulButtonPressed & (1UL << (( int )EVRButtonId.k_EButton_SteamVR_Touchpad)); if (pad > 0L && !padPressed) { padPressed = true ; ClickedEventArgs e; e.controllerIndex = controllerIndex; e.flags = ( uint )controllerState.ulButtonPressed; e.padX = controllerState.rAxis0.x; e.padY = controllerState.rAxis0.y; OnPadClicked(e); } else if (pad == 0L && padPressed) { padPressed = false ; ClickedEventArgs e; e.controllerIndex = controllerIndex; e.flags = ( uint )controllerState.ulButtonPressed; e.padX = controllerState.rAxis0.x; e.padY = controllerState.rAxis0.y; OnPadUnclicked(e); } //同上,菜单赋值 ulong menu = controllerState.ulButtonPressed & (1UL << (( int )EVRButtonId.k_EButton_ApplicationMenu)); if (menu > 0L && !menuPressed) { menuPressed = true ; ClickedEventArgs e; e.controllerIndex = controllerIndex; e.flags = ( uint )controllerState.ulButtonPressed; e.padX = controllerState.rAxis0.x; e.padY = controllerState.rAxis0.y; OnMenuClicked(e); } else if (menu == 0L && menuPressed) { menuPressed = false ; ClickedEventArgs e; e.controllerIndex = controllerIndex; e.flags = ( uint )controllerState.ulButtonPressed; e.padX = controllerState.rAxis0.x; e.padY = controllerState.rAxis0.y; OnMenuUnclicked(e); } //触摸板触摸事件赋值 pad = controllerState.ulButtonTouched & (1UL << (( int )EVRButtonId.k_EButton_SteamVR_Touchpad)); if (pad > 0L && !padTouched) { padTouched = true ; ClickedEventArgs e; e.controllerIndex = controllerIndex; e.flags = ( uint )controllerState.ulButtonPressed; e.padX = controllerState.rAxis0.x; e.padY = controllerState.rAxis0.y; OnPadTouched(e); } else if (pad == 0L && padTouched) { padTouched = false ; ClickedEventArgs e; e.controllerIndex = controllerIndex; e.flags = ( uint )controllerState.ulButtonPressed; e.padX = controllerState.rAxis0.x; e.padY = controllerState.rAxis0.y; OnPadUntouched(e); } } } } |
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