在 Unity 中使用 Gear VR 控制器移动立方体

Moving a cube with the Gear VR controller in Unity

我正在尝试使用 Gear VR 控制器和 Oculus SDK 制作 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十字线可见,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。 我现在要做的是将十字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。但是我找不到一种方法来调用物体的光线投射。 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);
    }
}
}

先决条件:确保在您的场景中有 OVR 管理器,它是一个单例并且需要 GearVR 控制器 (OVRInput class) 才能工作。

我通常的方法是从控制器锚点位置向前投射光线,并检查它是否击中了所需的对象

public class SampleScript : MonoBehaviour
{
    public Transform anchorPos;
    public GameObject detectionLineObject; // a gameObject with a line renderer

    private RaycastHit _hitInfo;
    private LineRenderer _detectionLine;

    void Start()
    {
        GameObject line = Instantiate(detectionLineObject);
        _detectionLine = line.GetComponent<LineRenderer>();
    }

    void Update()
    {
        DetectionManager();
    }

    void DetectionManager()
    {
        // check if controller is actually connected
        if (!OVRInput.IsControllerConnected(OVRInput.Controller.RTrackedRemote) || !OVRInput.IsControllerConnected(OVRInput.Controller.LTrackedRemote))
        {
            return;
        }
        // launch a ray from the OVRCameraRig's Anchor Right
        if (Physics.Raycast(anchorPos.position, anchorPos.forward, out _hitInfo))
        {
            // set our line points
            _detectionLine.SetPosition(0, anchorPos.position);
            _detectionLine.SetPosition(1, _hitInfo.point);

            MyComponent target = _hitInfo.collider.gameObject.GetComponent<MyComponent>();

            if (target != null)
            {
                // Do you stuff here
                target.StartInteraction();
            }
        }
        else
        {

            // point our line to infinity
            _detectionLine.SetPosition(0, anchorPos.position);
            _detectionLine.SetPosition(1, anchorPos.forward * 500.0f);
        }
    }
}