【发布时间】:2017-09-30 13:27:17
【问题描述】:
我正在尝试使用 Gear VR 控制器和 Oculus SDK 制作一个 Gear VR 应用程序。 我让 GazePointerRing 与控制器预制件一起工作。我的应用程序中有一个标线可见,我可以使用 Gear VR 控制器四处移动。它检测我放置在场景中的立方体。 我现在要做的是将标线指向一个立方体并按住控制器上的一个按钮,这样立方体就会粘在我的控制器模型上并且可以四处移动,直到我松开按钮。我一直在 OVR Physics Raycaster 脚本中搜索如何调用光线投射命中并将其输入到 if 语句中的按钮命令中。但我找不到一种方法来调用物体击中的光线投射。 这是 OVR Physics Raycaster 脚本中的 Oculus 代码:
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);
}
}
}
【问题讨论】:
标签: c# unity3d virtual-reality oculus gear-vr